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The

TRISDEKAN PRIMER

Volume 2: Tours of Duty


Version 2.2 - Konigstein, 2017-2021
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Racketeer.........................................................66
Contents Scrounger ........................................................ 68
.......................................... 3 Table 3: Scrounger Grenades ................... 69
Volume 2: Tours of Duty ............................. 3 Signifier ........................................................... 70
A note on Playtesting .................................... 3 Commissar Advanced Specialties ................ 72
Acknowledgements ........................................ 3 Commissar-Captain .................................... 72
Patron Roll of Honour ................................. 3 Hero of the Imperium ................................ 74
Changelog ............................................................ 4 S-Company Commander ...........................75
New Regiment Creation Options ................. 8 Talents, Orders, Skills and Actions ............ 77
Homeworlds ..................................................... 8 New Skill ........................................................ 77
Regiment Types............................................ 11 New Talents .................................................. 77
Training and Equipment Doctrines ....... 12 Table 4: Tier 1 Talents ............................... 78
Regimental Drawbacks ............................... 15 Table 5: Tier 2 Talents ............................... 79
Regimental Archetypes ................................... 18 Table 6: Tier 3 Talents ............................... 80
Battle Honours .................................................. 23 Talent List....................................................... 81
Example Honours ....................................... 24 New Orders ................................................... 99
New Guardsman Specialty ............................ 27 New Combat Actions ................................ 101
Mount Training .............................................. 102
Artillery Spotter ........................................... 27
New Support Specialist Options ................. 29 Mount Personalities .................................. 102
Palfrey............................................................. 103
Junior Officer ............................................... 29
Courser .......................................................... 104
Sutler ................................................................. 31
Rouncey ......................................................... 105
Table 1: Sutler Ammunition ...................... 32
Destrier ......................................................... 106
Officer of the Fleet ...................................... 33
.............................. 107
New Advanced Specialty Options ............... 35
Air Controller ................................................ 35
Caravaneer ...................................................... 37
Dropmaster ..................................................... 39
Table 2: Materiel Drops ............................ 40
Innovator .........................................................41
Inquisitorial Agent .......................................43
Intruder ........................................................... 44
Long-Range Patroller ................................45
Master of Ordnance .................................... 46
Model Officer ............................................... 49
Old Guard ....................................................... 51
Paymaster ........................................................ 53
Psykana Haplotist ......................................... 55
Ways of the Haplotist ................................. 55
Psykana Savant .............................................. 60
Psykana Scholar ............................................ 62
Raider .............................................................. 64

2
A note on Playtesting

Welcome to the Trisdekan Primer! This is a There is vastly more material in these
(currently) 3-volume series of expansions to volumes than I could ever have time to
Only War playtest- though most of it has been used in
roleplaying game. a limited fashion at least once in a game or
two. If you feel that any of my rules are
The Primer aims to fill in many of the gaps broken or nonsensical, please drop me a
left in Only War line at windowsfullofglass@gmail.com.
advanced options for many classes which
did not receive them, and provide a Acknowledgements
plethora of rules and content to expand the
depth of any variety of campaign. This document has been a labour of love,

o be a means complete, and I hope to keep


monolith- by using rules from one part of tweaking it as I go. Special thanks are
the Primer absolutely in order to the good folks at
rules from all of them. The goal is to allow Roll for Heresy, Ordo Discordia, to the
you, the GM or player, to pick and choose ca/tg/irls and fa/tg/uys, to Swekky for
what you want or need to expand on your kickass playtesting, HMJ for the field
campaign. toilets, Messiahcide for his kickass
subsector map and work on the Chemical
Happy campaigning! damage, Akklonia for the art, and to the
-Konigstein, 2021 good folks of Open Skies, Coffee and
Explosions, The Raid on Cadorna Peak, Pour
Volume 2: Tours of Duty L'Empereur and Space Resistance! for inspiring
the documents that would become this one.
The second volume of the Primer works as
Fantasy Flight Ga
containing a huge variety of new options to a wonderful series of TTRPGs. Really
help you customize, upgrade, and sorry you lost the license.
occasionally psychologically traumatize If you like my work, and want to consider
your Guardsmen. It includes new checking out some of my other projects or
Specialties, dozens of new Talents, and an contributing any of your hard-earned
elaborate new Mount training system to shekels, check out my Patreon. Yeah, I
add depth to playing cavalry regiments. know. I gotta make money off my hobbies
somehow.
For details on Subsector Trisdeka and an
armoury, see volumes 1 and 3 of this series, Patron Roll of Honour
respectively. Extraordinarily special thanks to Patrick
M., Travis LaFave, exball, Robert Mayotte,

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Princess Moonbeam, cody stewart, Rogier Variants, began the Minor Worlds of the
Jordann and Miss Mae for their support. Cluster section

Changelog 18/04/2017: Version 0.8. Added Psyker


07/02/2017: Version 0.2. Overall spelling Advanced Specialties.
and grammar and formatting fixes. Made
the tables look prettier. Added new several 20/04/2017: Version 0.8.1 Added one
new Talents and reorganized the Talents Talent, gear for Psyker Advanced
section. Added one new Weapon and two Specialties, minor formatting fixes
new Mounts.
24/04/2017: Version 0.8.2 Added more
14/02/2017: Version 0.3. Another Tennanlower, Edelweiss and Nivan fluff,
proofreading/editing pass. Improved added the True Nivans regiment option
formatting and added a sweet map by and several pieces of True Nivan gear, as
Messiahcide. Added several new pieces of well as a single Edelweiss vehicle
Wargear and rewrote various Talents and
Weapon Qualities. 26/05/2017: Version 0.8.3. Added Commissar
Advanced Specialties courtesy of
22/02/2017: Version 0.4. Yet more Commander Beef, as well as rules for Ski
proofreading, added a bunch of new art, a Troops and Bicycle Troops, reworked the
new Vehicle, and yet more wargear and True Nivan/Nivan Junker fluff
weapons.
12/06/2017: Version 0.8.4. More formatting
26/02/2017: Version 0.4.1. Big pass for fixes, a bit more Bellagian fluff, added
content readability, a little bit more art, one some new weapons to the Armoury
new Talent, one new Weapon, added
changelog 16/06/2017: Version 0.8.5. Image
compression fixes to cut filesize.
16/03/2017: Version 0.5. Formatting Standardized formatting for Regimental
overhaul now that I actually know how to statblocks. Added one new piece of
use Libreoffice Wargear, 3 new Talents, made many small
tweaks to Talents and Armoury equipment.
17/03/2017: Version 0.5.1. Minor formatting Added slightly more Dolcaterran fluff.
fixes, added missing gear weights
12/09/2017: Version 0.8.6. Some minor
10/04/2017: Version 0.6. Tweaked a few formatting changes for legibility.
Talents, added several new pieces of Rearranged the Armory section so it makes
weaponry and gear, added Regimental more sense. Many more balance/content
Archetypes tweaks. Added a couple new pieces of art.

15/04/2017: Version 0.7. Added a new 12/10/2017: Version 0.9. Added


Homeworld Option, added Expanded Gear Stormtrooper Advanced Specialties,

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Vehicle Variants, and one new vehicle. Specialties and the Sutler to bring them a
Filled out the Melee weapons section
slightly. Added five Exotic Weapons. rules. Added four Advanced Specialties for
Added two new Talents, including the Sutler, and one new piece of Artillery.
MARTIAL ARTS ACTION. Many many many bits of editing, mostly on
bits of gear and vehicles.
19/10/2017: Version 0.9.1 Added Pleasure
World Homeworld, two pieces of art, did 31/07/18 Version 1.5.
some formatting fixes.
• Updated and resorted the Armoury
26/10/2017: Version 1.0! The Make it Pretty sections, adding Plasma
Edition! Reformatted the entire document Ammunition, Flamer
from scratch, added a ton of new images, Customizations, Rifle Grenades,
did a ton of content editing and typo fixes. and some balance changes.
• Added quick-reference rarity tables
• Added a variety of sidebars on
08/11/2017: Version 1.1. Fixed most of the useful things
formatting issues left over from 1.0, added • Made some minor balance changes
Vehicle Customization. Added a couple to Regimental Archetypes, various
weapon upgrades, one melee weapon, and Talents and several Specialties
made some rewrites/expansions to the • New background image, new art by
Minor Worlds, Kurassiers and Skyboarders myself and Messiahcide, many new
sections images

19/11/2017: Version 1.2! The Trench 11/24/2018: Version 1.6. The Sidebar and
Warfare Edition! Added rules for field guns Fluff Update. Added numerous adventure
and heavy bombardments, chemical hooks for each planet, as well as a few
weapons, and the Chemical Damage Type. images. Added some cultural detail for the
Added in the Aerosani that I totally forgot soldiers of each regiment to make RPing
to add ages ago. Also, the new Sutler them more interesting. Slightly expanded
Support Specialty, and some Unusual the fluff for Dolcatero. Various balance
Ammunition options for lasguns. fixes to the Sutler. Slight balance changes
to Nerve Gas. Expanded Ammunition
04/01/2018: Version 1.3. Added in quite a section. Slightly reorganized the Vehicles
few Talents inspired by XCOM. Slightly and Mounts section. Changed table
modified some art- thanks Lamerus. Made formatting to be a little prettier.
general edits, a few minor changes to some
Support Specialties. 27/01/2019: Version 1.7

04/02/2018: talent so it actually makes sense for use with


Flamers. Added new Sight weapon
Update. Balance pass on Advance customizations.
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Added 9 new planet-specific Talents. 05/06/2020: Version 2.1: The Chilly Archery
Added a sidebar on regiment fluff creation. Update
Added a ton of new art by yours truly. • Volume 1:
o Added the Cold-Weather
26/02/2019: Version 1.8: The Cavalry and Warfare section, as requested
Children Update by patron Alex H.
• Added a couple more new Talents o Added planet art by Evil
• Added the Old Guard Advanced Windly
Specialty o Edited and tweaked several
• Added rules for Child Soldiers sections for clarity and
• Added Barding continuity
• Added stats for camels, mules and • Volume 2:
elephants o Added the Arbalist, Yeoman
• Did tons of minor editing and and Trick Archery Talents.
rebalancing in all sections Tweaked the balance of
several older Talents.
• Added a crap-ton of images
o Reorganized Regiment
Creation Options,
20/12/2019: Version 2.0: The Volume Split
Regimental Archetypes,
• Divided the Trisdekan Primer into a
Battle Honours, Advanced
setting, character-building and
Specialties, Orders and
armoury book to make editing
Combat Actions
easier. Added a kickass piece of
o Added one new Battle
cover art by Akklonia
Honour
• Volume 1: Tweaked and clarified the
o Slightly buffed the Battle
Korpogardistos regiment rules
Song action
• Volume 2: Added Battle Honours,
• Volume 3:
new Regimental Drawbacks, and
o Added Longbows, Horn
Habermann Soldiers. Made some
Bows, Asymmetrical Bows,
balance tweaks on Actions, added
and Compound Bows
three new Talents and two new
o Added several new Weapon
Orders. Added Plasma Ammunition
Upgrades
o Added Bodkin Arrows, Blunt
• Volume 3: Separated Low-Tech and Arrows, Whistling Arrows
Blackpowder Weapons. Added and Fire Arrows.
seven new Blackpowder weapons o Added Crampons and Snow
and Duplex Bullets. Tweaked Goggles
several weapon statblocks for more o Tweaked some weapon stats.
variety. Converted the 4-pounder o Reorganized several sections
into an artillery piece, rather than a for clarity and ease of use
weapon. Added 2 new Blackpowder
artillery pieces

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16/04/2021: Version 2.2: The Artillery & Air o Added the Ironcase Rocket
Support Update and Flaming Arrow artillery
• Volume 1 pieces.
o Updated several of the o Tweaked rules for horse-
prebuilt Regiments with new drawn artillery
Doctrines and gear o Updated and polished the
o Added the Brumeran Horse vehicle section
Artillery, Edelweiss o Added the Bruennhilde and
Grenzers and Tennanlowe Dvalinn prime movers.
MCDF premade regiments,
plus fluff
o Added several new
Adventure Hooks
• Volume 2
o Fixed the costs for the
Regimental Drawbacks.
o Added the Artillery Spotter
Guardsman Speciality
o Added the Junior Officer
and Officer of the Fleet
Support Specialties
o Added the Air Controller,
Dropmaster, Model Officer
and Tactician Advanced
Specialties
o Tweaked the abilities of the
Long-Range Patroller and
Raider Advanced Specialties
o Added the Holy Martyrdom
Equipment Doctrine
o Slightly reformatted the
Mount Training section to
make it look prettier
o Added one new Battle
Honour
• Volume 3
o Added Spyglasses, Signal
Flags and the Martyr Vest
o Added the Jezzail, Revolver
Rifle and Trench Catapult

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New Regiment Creation Options around them, but just as able with fire and
shot and steel.
ragtag band of heathen primitives, drugged-up Total Cost: 1 point
supermen, outright criminals and gear-frakkers? Characteristic Bonus: +3 to any two of
Toughness, Willpower and Weapon Skill
-Lord-General Bedfordium Harris Skills: Athletics, Common Lore (War),
Linguistics (High Gothic)
The following regiment creation options Talents: Duelist or Double Team
have been designed with some of the Wounds: +1 Starting Wound
planets of Trisdeka in mind, but can of Neoclassicism: Many Early Modern Worlds
course be re-fluffed to fit other areas of the have not yet developed a single unifying
Imperium. planetary language, but certain common
dialects used for philosophy or learned
Homeworlds discourse are common. often derived from
'classical' languages spoken in the planet's
Early Modern World long-vanished history. Characters from an
Early Modern World begin play with
Many worlds in the wider Imperium have Linguistics (High Gothic), but are
moved beyond the feudal stage, but are still otherwise unable to read or speak Low
developing towards more modern Gothic, though they may be able to pick
nationhood and the industrialization of the out words in the same way a Latin speaker
more primitive civilized worlds. These might recognize words in French or
planets are known as Early Modern Worlds, English.
and are often favored over feudal ones for Age of Reason: Early-moderners often pride
induction into the Emperor's light because themselves on their scientific and
their societies tend to be semi- philosophical literacy, as well as their
industrialized, centralized, and generally willingness to embrace new ideas about the
better organized. Some are in a state of world around them. However, the ideas
cultural renaissance as feudalism gives way they do tend to embrace and utilize are
to advanced artistic and philosophical often either horribly primitive or just plain
achievement, while still others have only wrong. Lore, Operate, Tech-Use and
just begun to utilize steam power or Medicae skills used by Early Modern
electricity in their industries. Nonetheless, characters only apply to technology or
a dualism common in all Early Modern knowledge known in the 1700s on Earth-
Worlds is the contrast between culture and they can suture a wound, drive a carriage
conquest- many are dominated by huge and operate a clock, for instance, but
continent-spanning empires locked in electricity is a scientific novelty, steam
ferocious combat with their rivals, and all engines are still unfamiliar and disinfectants
see colonization attempts spanning their are wholly unknown.
oceans or great landmasses. The people Military Science: Early modern military
these planets breed are curious, inquisitive strategy and tactics still revolve around the
and open to new ideas about the world musketeer, the lancer, and muzzle-loading

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artillery, and many worlds have not yet had Fluency: Pleasure Worlders generally
the time to fully appreciate what exactly interact with their clients in the language of
they are tithing their men to do. Characters the nobility, but such interactions generally
from these worlds cannot take the Operator do not extend to the written word. Pleasure
Specialty when beginning play, though Worlders can comfortably speak High
they are free to switch in to it at higher Gothic, but they may only be able to read a
ranks. Further, they cannot purchase or few words and certainly can't write it.
receive any Weapon Training talents other Eager to Please: The customer is always
than Blackpowder and Low-Tech until right- on some Pleasure Worlds, this
they have gained at least enough XP to mantra can mean the difference between
change Specialties for the first time. life and death, or at the very least life and
life with a substantial tip. Pleasure Worlders
Pleasure World gain a +10 to any test made to ingratiate
themselves with or suck up to their
The Imperium has few true Pleasure superiors, and -10 to any test made to resist,
Worlds, and what constitutes pleasure ignore or otherwise countermand direct
varies from sector to sector, but their orders from authority.
purpose is always the same- to provide Excessive Lifestyles: Pleasure Worlders grow
leisure activities for the Imperial nobility, up in conditions that many Imperials, even
and even sometimes regular citizens. These some nobles, would find unbelievably
planets could be gigantic luxury resorts, decadent and depraved, and excesses of
nature preserves, or even planets with an food, drink and debauchery that would
unusually high number and quality of poleaxe lesser men pass them by, though
brothels- there are no constants. Trained to not without a deeper moral cost. Pleasure
comfort, please, and bend over backwards Worlders begin play with 1d10+1 points of
to the hoi polloi of the Imperium of Man, Corruption. However, they delay the
Pleasure Worlders almost universally make negative effects of any consumeable drug,
for terrible soldiers, employed only at truly foodstuff or medicine for a number of
desparate times. Some Pleasure Worlds may hours equal to their Toughness Bonus.
maintain a stable of gladiatorial warriors,
but ceremonial arena combat simply cannot
compare to the battlefields upon which the
Imperial Guard regularly deploys.
Total Cost: 3 Points
Characteristic Modifiers: -3 to Toughness and
Willpower, +3 to Fellowship and
Perception
Skills: Sleight of Hand, Common Lore
(Imperium), Charm, Linguistics (Low
Gothic), and Perform or Trade (Pick One)
Wounds: -2 Starting Wounds

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Scrap World bunch, often used as tech-serfs by whatever
masters might rule their world. A life
In places where the Adeptus Mechanicus among long-dead machinery, industrial
hold sway, but their government is tenuous waste and pollution teaches flexibility,
or disorganized, all the byproducts and ingenuity and a certain nihilistic
tenaciousness- soldiers from Scrap Worlds
begin to pile up. These Scrap Worlds are are often valued, as they may have many of
covered in vast strata of machinery, junk the technological skills of a Forge Worlder
and the detritus of countless industrial with fewer of the scruples.
projects, from the downed hulks of Total Cost: 3
voidships to simple garbage dumped by the Characteristic Bonus: +3 to Intelligence and
inhabitants of other planets. The few Agility, -3 to Toughness
miserable natives who eke out a living Skills: Tech-Use, Trade (Technomat),
among the scrap are a surprisingly hardy Survival, Linguistics (Techna-Lingua),

Breathing life into a Regiment


who the
regiment is, rather than what

regiment, try asking yourself some of the following questions to help put some meat on its bones.

• How devout are the people of this planet? How do they worship the Emperor, if at all?
• Why do soldiers from this homeworld join the Imperial Guard? Do they do so by force or by choice?
• Why does the homeworld raise Guard units? Are they following their tithe obligations, or are their
cultural or strategic or patriotic reasons for recruitment?
• What kind of environments are the
• What are three unusual or distinctive cultural quirks people from this Regiment, and by extension
this homeworld, demonstrate? Do they have unusual customs? Strange superstitions?
• Is the Regiment all made of rookie soldiers? Or is it a mix of new and old? Is it several units
amalgamated?
• Is the Regiment all-male? All-female? Mixed?
• What kind of uniforms do the troops from the Regiment wear, if at all? Do they use camouflage? Are
they expected to keep their uniforms and gear maintained to a certain standard?
• How well does the Regiment get along with the Munitorum? The Ecclesiarchy? The Commissariat?

• How do soldiers of the Regiment behave in the field? Are they honourable? Cruel? Do they treat
their enemies with respect? Do they take prisoners? Do they have any particular military rituals?
• Does the Regiment have any past war heroes? Who do soldiers from the Regiment look up to?
• How does the Regiment treat civilians in the battle area? How do they handle soldiers fraternizing
with each other?
• Does the Regiment have any skeletons in its closet? Any past failures or dark shames?

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Linguistics (Low Gothic), Navigate Regiment Types
(Surface)
Talents: Initiated Maintenance and Hardy or Foot Artillery Regiment
Hatred (Machines and Servitors)
Wounds: -1 Starting Wound Frequently found in trench-fighting
Industrial Contaminants: The environments in scenarios, or environments too rough for
which Scrap Worlders live are barely more conventional artillery, Foot Artillery
conducive to life, much less permanent Regiments are equipped with very light
human habitation. Toxic chemicals and weapons which are usually man-portable.
runoff seep into the soil and groundwater, Though they lack the range and firepower
and generation upon generation of heavy of the heavier artillery, they make up for it
metal poisoning or carcinogen exposure in flexibility.
takes its toll- some Scrap Worlders simply
live with their twisted forms, while others Cost: 2 points
choose to replace them with crude Characteristics: +3 Ballistic Skill, 3
machinery. A character from a Scrap World Perception
begins play with either a randomly-selected Starting Skills: Navigate (Surface)
Minor Mutation or one Poor-Quality Starting Talents: Calculated Barrage
cybernetic limb of their choice. Standard Kit: 1 lascarbine (Main Weapon)
Abberant Machine-Worshippers: Scrap- and four charge packs per Player Character,
Worlders frequently have mixed feelings 1 Mortar per every 2 characters, 1 pair of
about their planetary overlords, or may magnoculars per Player Character, 1 vox-
worship a version of the Omnissiah that is caster per Squad.
so far removed from the original as to be
almost unrecognizable. Regardless, they Light Artillery Regiment
have little love for the red-robed servants
of the Cult Mechanicus, and the feeling is Towed artillery is often the cheapest and
mutual. Scrap-Worlders recieve a -10 most mobile option available to the Astra
penalty to any Interaction test with Militarum, and Light Artillery regiments
members of the Adeptus Mechanicus or the are deployed in a huge variety of roles; they
citizens of proper Forge Worlds. can be tasked with long-range
Machine Survivalists: Characters from Scrap bombardments, infantry support, or even
Worlds recieve a +5 bonus to any Test to anti-tank duties.
make in-field repairs of mechanisms, or
make unorthodox and illicit custom Cost: 3 points
modifications to their weapons and gear. Characteristics: +3 Ballistic Skill, 3
Toughness
Starting Skills: Operate (Surface) or Survival
Starting Talents: Low Profile or Tank
Hunter
Standard Kit: 1 lascarbine (Main Weapon)
and four charge packs per Player Character,

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1 Field or Mortar or Rocket-type artillery Cost: 4 points
per Squad, 1 Centaur or Land Crawler or Characteristics: +3 Ballistic Skill, 3
Truck or Mounts needed to tow Artillery Toughness
per Squad, 1 pair of magnoculars per Player Starting Skills: Operate (Surface)
Character, 1 vox-caster per Squad. Starting Talents: Bombardier
Standard Kit: 1 lascarbine (Main Weapon)
Heavy Artillery Regiment and four charge packs per Player Character,
1 Basilisk or Manticore or Gryphon per
Heavy or siege artillery regiments haul the Squad, 1 pair of magnoculars per Player
largest weapons available to the Imperium, Character, 1 vox-caster per Squad.
battering their targets to pieces from far
over the horizon. Though seldom the most Training and Equipment Doctrines
mobile, and horribly vulnerable to air
attack or ambush, they represent the Bicycle Troops
heaviest firepower that the common
Guardsman can call upon. Though less common than other forms of
mounted infantry, bicycle troops are useful
Cost: 5 points in urban environments or on extremely
Characteristics: +3 Ballistic Skill, 3 rough terrain, where the small size of their
Toughness vehicles can allow them to cover surprising
Starting Skills: Operate (Surface), Tech-Use am0unts of distance. The added logistical
Starting Talents: Calculated Barrage, benefits of bicycles, which require no fuel
and little maintenance, often appeals to
Standard Kit: 1 lascarbine (Main Weapon) guerilla or reconnaissance units as well.
and four charge packs per Player Character, Type: Special Equipment Doctrine
1 Siege-type Artillery per Squad, Up to 2 Cost: 2 points
Centaurs or Land Crawlers or Trucks or Standard Regimental Kit: 1 Bicycle, 1
Mounts needed to tow Artillery per Squad, anointed maintenance kit, 1 spare tire per
1 pair of magnoculars per Player Character, Player Character.
1 vox-caster per Squad.
Child Soldiers
Mechanized Artillery Regiment

The Militarum fields a vast amount of low minimum recruiting age, or is so


mechanized artillery, heavy support guns desperate for manpower that it will
on vehicle platforms that are more mobile conscript anyone; regardless, the regiment
and better-protected than their towed is mostly composed of child soldiers.
equivalents. In a pinch, vehicles like the Children are small, nimble and may notice
Basilisk or the Gryphon can even be used as things that adult
improvised tanks, their heavy armour giving may not be prepared for the realities of war
them a great deal of survivability. in the 41st millennium.

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All Infantry Specialist characters in this Habermann Soldiers
Regiment are considered to be children.
Characters from this regiment cannot be A nightmarish process for producing
Support Specialists- the rules for Mixed inexpensive cybernetic soldiers, the
Regiments must be employed to generate Habermann Process was invented by a
Support Specialists for this regiment. certain Archmagos Krawnch Habermann
Type: Training Doctrine of, where else, Niva Gustav.
Cost: 2
Starting Traits: Size (3)
Starting Talents: Hardy mind from many of their senses and
Childish Innocence: Children characters take a connects all of their autonomic nervous
-20 penalty to resist any social tests from system up to an exterior control panel. A
adults or authority figures. They gain their Habermann Soldier is numb save for their
first Mental Disorder after passing 20 sight, but has total control over their
Insanity, instead of 40. breathing, heart rate, immune response and
Quick Learners: Children characters reduce all other bodily processes.
the cost of all XP expenditures by 50 until
they hit their first milestone to switch Needless to say, being converted to a
Specialty. Habermann is seldom a voluntary process,
and it is frequently inflicted on Mechanicus
penal soldiers when Servitorization is not an
option.

Any Infantry Specialist soldier in this


Regiment is a Habermann. Characters from
this regiment cannot be Support
Specialists- the rules for Mixed Regiments
must be employed to generate Support
Specialists for this regiment.
Type: Training Doctrine
Cost: 4
Starting Traits: Machine (2)
Starting Talents: Iron Jaw

Veil of Emptiness: Habermann Soldiers have


no sense of hearing, smell, taste or touch.
They are completely immune to pain, such
as the effects of the Crippling weapon
quality, and gain a +30 bonus to any Test to
avoid being Blinded.

Now you too can be the little girl in the 41st Millenium. Image from
Erica1940

13
Standard Regimental Kit: Martyr Vest,
Though their bodies Headband with holy symbols
are horribly mutilated, the minds of
Habermann Soldiers are very much intact. Ski Troops
These characters begin play with 2d10
Insanity, lack the immunity to mind- This regiment is specially trained to
influencing psychic effects from the operate with high mobility in snow or icy
Machine trait, and take a -30 penalty to conditions, using skis to move at great
Fellowship-based tests with characters who speeds over terrain that would normally be
are not Techpriests, from Forge Worlds, or impassable to infantry on foot. Such
other Habermann Soldiers. regiments favor fit and healthy soldiers- an
unfit skiier is a dead skiier on a battlefield.
Type: Special Equipment Doctrine
Cost: 2 points
Standard Regimental Kit: 1 pair of Skis, 1 pair
of Ski Poles, 1 Survival Suit per Player
Character.

Holy Martyrdom

duty extends all the way to death, and that


to take the enemies of the Emperor with
you is the ultimate achievement of the
faithful.
Type: Special Equipment Doctrine
Cost: 1 Point

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Regimental Drawbacks otherwise well-trained fighting force.
Type: Regimental Drawback
The following Regimental Drawbacks can Regiment Points: 2
be taken during regiment creation to Got the Goods?: Members of this Regiment
provide a wider range of narrative and gain a +20 bonus to Tests to acquire or steal
Regiment Point options, or imposed on a chems and intoxicants.
regiment during the course of play to Tune In, Drop Out: Every character in this
reflect the effects of long combat service Regiment is permanently addicted to one
(see the section on Battle Honours, below)
are not under the influence of this chem
Bloodthirsty they take a -10 penalty to their three
highest Characteristics.
Humans can sink to their basest instincts in
battle, and some who do so never quite Exhausted
return to what they were. These men and
women are not quite broken, not yet, but Even the most well-trained soldiers are not
they have a thirst for slaughter that is tireless, and with long and grinding combat
almost overpowering. every soldier eventually becomes a listless,
Type: Regimental Drawback stumbling shadow of their former selves.
Regiment Points: 3
Die die die!: Each time a soldier from this too hard in training or on the battlefield.
Regiment kills a target, they must pass a Type: Regimental Drawback
Willpower Test. If they fail, they spend the Regiment Points: 2
next Turn continuing to savagely assail the Carry That Weight: Any time soldiers from
body, even if doing so would waste this Regiment go for more than 12 hours
ammunition or put them in danger. If they without proper rest and food, they reduce
fail by more than two Degrees, they
become Frenzied and gain 1d5
Insanity.

Decadent

The Imperium makes heavy use


of combat drugs for its soldiers,
but generally under fairly
restrictive circumstances. In
those cases where discipline
breaks down and the black
market thrives, everpresent
drug addiction can utterly
destroy the effectiveness of an

15
their Strength and Agility Bonuses by 1d5-2 assessing enemy strength or numbers with
(to a minimum of 1). less than two Degrees of Success, they form
an incorrect opinion about the threat
Mutinous presented by their target. This opinion will
always involve the enemy being much less
Sometimes the pressures of poor command dangerous than they initially appear.
grow so great that rebelling against the
strictures of Militarum discipline seems like Paranoid
the only option. This Regiment has seen
the worst that its leadership has to offer,
and has had enough. crazy
Type: Regimental Drawback believe-
Regiment Points: 4
Quiet Plotting: A substantial minority, or a
ers, things really are!
up to and including low-ranking
officers, are actively plotting to kill
or overthrow their commanders. The
plot is well-established and near to
achieving its goals. What exact effect
this has on gameplay is up to the
GM.

Overconfident

The troops of this Regiment have


undergone great victories, crushing
their enemies over and over again.
They are the unyielding hammer of

unbreakable point of His spear, a


towering inferno of might which-
you get the idea. Whether due to
battle experience or training, the
soldiers of this Regiment are riding
high- but pride always comes before
a fall.
Typr: Regimental Drawback
Regiment Points: 2
Any time a member of
this Regiment passes an Awareness,
Lore, or Command Test related to

16
Type: Regimental Drawback from this Regiment must roll twice and
Regiment Points: 2 take the lower result on any Lore tests
Talents: Paranoia relating to their battlefield environment or
The Eye in the Pyramid: Whenever a any Tech-Use or Operate tests to use
Character from this Regiment passes an equipment they have been assigned for that
Intelligence or Perception-based Test, environment.
they gain 1d5-3 Insanity (to a minimum of
0). Shattered

Poorly Trained The soldiers of this regiment have seen


- they
Sometimes troop training takes a second have been destroyed in body and soul by
fiddle to expediency- so the Munitorum their experiences, but somehow they still
feels, anyways. For those soldiers who have live, listlessly following orders with minds
been rushed through training, then thrust that are hollow and full of deadly apathy.
on to the battlefield utterly unprepared for Type: Regimental Drawback
the environment they have been posted to, Regiment Points: 5
the logic of such a decision is not Talents: Cold Hearted, Disturbing Voice
particularly appealing. Less than Human: Soldiers from this
Type: Regimental Drawback Regiment are whole in body, but not in
Regiment Points: 4 mind. They begin play with 3d10 Insanity,
Winging It: For their first 6 months of in- and take a -20 penalty to any Fellowship-
game time in a new theatre of battle, troops based Tests with characters who have less
Insanity than they do.
Why Bother: Soldiers from this
Regiment take a -2 penalty to all
Initiative tests.

17
Regimental Archetypes come to them if they need items, weapons
or gear above and beyond what can
normally be found in Imperial supply
-Commissar Karolus Brutananadilewski, depots. This character gains the effects of
Bellagian 698th the Scavengers regimental doctrine: They
can choose to take a +10 to Logistics tests,
All regiments in the Imperial guard have but if they roll doubles they attract
their characters, faces who stand out from unwanted attention from the authorities. If
the crowd. The long-suffering their regiment already possesses the
Scavengers doctrine, they gain a further +10
regimental piper, the jolly sergeant who to the logistics test from the ability but also
greets his men with a wink and a lho-stick; attract attention on Logistics tests of 89-
all can be expressed through Regimental 100.
Archetypes.
Born Sergeant
Regimental Archetypes are an optional Bonus Skills: Intimidate, Common Lore
eation (Imperial Guard) or Bonus Aptitude:
that functions not dis-similarly to the Leadership
advanced character creation packages from This character was born with unusually
Rogue Trader. Each Archetype can be strong lungs and a brazen voice that cuts
purchased on character creation for 300xp, through the din of battle. When it comes to
providing a choice of a temporary bonus being really loud, no one can compare.
Aptitude or two Skills, as well as various They gain a +10 bonus to any Command
other special abilities to encourage test that involves screaming at the top of
effective RPing. Skills purchased in this their lungs. Unfortunately, they sometimes
way count as Skill Advances if the - If this
purchasing character already has the character makes a Fellowship-based test
relevant skill. while hiding, sneaking, or engaged in
combat, all enemy characters within earshot
A character may only purchase one gain a +20 bonus to any tests to locate or
Archetype, and the choice of Archetype is detect them.
permanent. If the character chooses an
Aptitude as their bonus, they lose this Creep
Aptitude the first time they change Bonus Skills: Intimidate, Sleight of Hand or
Specialty- as a regiment evolves, so too do Bonus Aptitude: Willpower
the soldiers who fight in it. This character makes people around them
uncomfortable, plain and simple. They may
Black Marketeer have a peculiar odour, or an unsavory sexual
Bonus Skills: Commerce, Common Lore proclivity, or a tendency to giggle at
(Calixis Sector) or Bonus Aptitude: Fellowship exactly the wrong time, but regardless
This character knows people who know
people, and other members of the regiment often turn to darker places for solace. This

18
character gains a +5 to Intimidate tests, Joker
even if the skill is not Trained. Every time Bonus Skills: Scrutiny, Sleight of Hand or
this character would gain Corruption they Bonus Aptitude: Social
gain an extra amount equal to half their This character always has a quip at the
Fellowship bonus rounded up. ready, a natural talent for cutting remarks,
and can be counted on to make light of the
Doc grimmest situation. However, laughing at
Bonus Skills: Medicae, Scholastic Lore danger is not necessarily the safest way to
(Chymistry) or Bonus Aptitude: Intelligence
This character has a talent for mending use the Charm skill to perform the Inspire
scrapes and wounds, though they may not Special Action in combat as a Half Action.
have any formal medical training. However, any time they would take
Regardless, they are often called upon to Insanity as a result of Fear effects, they
help in medical situations well beyond their gain a number of additional Insanity points
knowledge, and their over-enthusiasm can equal to half their Fellowship Bonus,
prove fatal. This character adds a further +1 rounded up.
to the amount of wounds they heal with the
First Aid special skill use. If this character Mascot
fails a Medicae test by more than four Bonus Skills: Charm, Common Lore (Local
degrees, the subject of their ministrations Front) or Bonus Aptitude: Fellowship
must make a Difficult (-10) Toughness Test Whether through luck, pluck or something
or die from the complications. wholly beyond their control, this character
is considered to be a mascot by other
Glory-Hound members of their regiment, and their
Bonus Skill: Athletics, Interrogation or Bonus presence keeps morale high and soldiers
Aptitude: Offence willing to fight on. If they should come to
This character believes wholeheartedly in harm, however, that same morale will falter.
the glory of combat, and seeks to kill their So long as this character is unhurt, all other
enemies as spectacularly as possible. They allied characters from the same regiment
may also direct their passion for battle gain a +10 to any Toughness or Willpower-
against their own allies, seeking out those based Tests. If the mascot character suffers
with a less than enthusiastic attitude damage, these bonuses are removed until
towards conflict. This character takes a -10 such time as they are fully healed. If they
penalty to their Willpower, Perception and are Heavily Damaged or suffer any more
Intelligence if they are unable to engage in damage beyond that, the bonuses instead
an ongoing fight or are in a situation where become -10 penalties until such time as they
they are being forced to retreat, but a +5 to are fully healed.
those statistics when engaged in combat.

19
Messenger skilled but marked by loss. Once per
Bonus Skills: Athletics, Acrobatics or Bonus session, when this character would gain
Aptitude: Agility insanity as a result of Fear, they reduce the
This character is fast, fast as a running value gained by 1/2 their Willpower Bonus,
beast, and they know when it comes to any rounded up, to a minimum of 0. However,
they begin play with 1d10+5 Insanity.
to deliver parcels and orders, they will often
spend most of a fight moving at a rapid Companies and Battalions
pace, and they tend to push themselves too Many Imperial Guard regiments are
far. Once per combat, this character may truly gigantic by any standard,
double their Agility bonus for the purpose hurling tens of thousands of men
of calculating movement speed for 1d5 into combat. Within such groups,
rounds. The first time they gain Fatigue regiments which can field whole
each session they automatically gain an battalions or extended companies
additional level. numbering in the hundreds or low
thousands of men, homogeneity is
Objector never guaranteed. Consider real-life
Bonus Skill: Dodge, Scholastic Lore cases like the First World War,
(Philosophy) or Bonus Aptitude: Defence where individual battalions of some
This character has moral or philosophical or regiments went years without
religious objections to fighting, but have making formal contact with, or
found themselves on the field of battle fighting along each other, and
anyways. While their beliefs can inspire individual battalions developed their
their allies to fight harder for a cause, they own distinct characters.
are often seen as a liability in combat. Once
per combat, this character can encourage an If you find yourself GMing an
allied character to ignore the negative unusually huge regiment and want to
effects of a single point of Fatigue for the add a little diversity to different
remainder of the fight as a Free Action. companies, Talents may offer some
However, this character recieves a -20 to flexibility- within each Company,
any Fellowship tests when dealing with consider offering one or two free
superior officers, unless they share the Tier 1 Talents, or possibly training in
a Skill, that varies from Company to

Old-timer particularly major bonus or change,


Bonus Skills: Common Lore (Local Front), but it offers some variety or
Awareness or Bonus Aptitude: Toughness differentiation between different
This character has seen the fires of battle elements of the Regiment.
many times before, and has somehow lasted
this long. Whether they are a veteran of

previous regiment, conflict has left them

20
20 to Fear tests if they are less than 10
One-Man Army meters away.
Bonus Skills: Dodge, Parry or Bonus Aptitude:
Finesse Snitch
This character is a more than competent Bonus Skills: Deceive, Security or Bonus
combatant, but their combat prowess tends Aptitude: Social
to alienate their peers. Being at the top of This character is a necessary evil, a soldier
your game inspires overconfidence and who reports on their fellows to the political
vainglory in even the most seasoned officers of their regiment. While being a
veteran. This character gains a +10 bonus to snitch may have its perks, and has kept
all Fear tests so long as they are more than many a weasel, cheat and liar off the firing
10 meters away from the nearest allied line, no one likes a backstabbing sell-out.
character other than their comrade, but a - This character receives a +10 bonus to all
Fellowship-based tests with
Commissars, disciplinarian
officers or other stern authority
figures, and a -10 penalty to all
Fellowship-based tests with any
character from their regiment or
characters from other regiments
who know that they are a Snitch.

Spook
Bonus Skill: Psyniscience,
Scholastic Lore (Numerology) or
Bonus Aptitude: Psyker
This character is a magnet for
weirdness, and rumors abound of
their supposed supernatural
abilities. While this may not be the
case, it is true that their souls are
different from those of their
peers, and they may often find
themselves blessed with
pretenatural luck or cursed with
unnatural evil. This character
begins play with 10 Corruption
and a single Malignancy of their
choice. If they wish, they may
choose to spend 600xp at any time
to purchase the Psyker Trait, a Psy

21
Rating of 1, and a single Psychic Power with tests with members of the Adeptus
a cost of 200xp or less. They may purchase Mechanicus.
higher Psy Ratings and Psychic Powers as
normal Sanctioned Psykers, and count as Woodsman
Unbound when determining Psychic Bonus Skills: Survival or Navigate (Surface),
Strength. Scholastic Lore (Beasts) or Bonus Aptitude:
Fieldcraft
Stickler This character feels a connection to the
Bonus Skills: Logic, Scholastic Lore wild places of the galaxy, and has a natural
(Bureaucracy) or Bonus Aptitude: Knowledge sense of direction. They might feel more at
This character has a stick up their bottom, home in deep woods, or the tunnels under a
and can generally be counted on to be hive, or the abandoned bowels of a
pedantic when it comes to the rules and voidship. While they make for excellent
regulations of the Imperial Guard. When it natural guides, they are uncomfortable with
comes to minutiae of paperwork, such advanced machinery and often feel scornful
humorless marionettes are valuable, but of those not accustomed to the ways of the
they are generally poor at taking the wild. Upon character creation, specify a
initiative. This character takes a -10 to all single type of environment such as Tundra,
Willpower and Fellowship-based tests in Jungle, Desert, Hive Cities, etc as their
any situation where they do not have a home environment. This character increases
direct chain of command to rely on, but the number of degrees of Success they get
recieve a +10 to any tests involving the on any passed Survival Test in their home
filling of paperwork or matters of official environment by 1, but takes takes a -5 to all
doctrine. Fellowship-based tests with those not
raised in a similar environment to them, and
Tinkerer a -10 to all Intelligence or Agility-based
Bonus Skills: Trade (Technomat or Armorer), tests to operate machinery or vehicles.
Tech-Use or Bonus Aptitude: Tech
This character has a way with machines, but
not to the degree of a Techpriest of the
Adeptus Mechanicus. While their abilities
can be handy, and they are often in demand
for simple field repairs, they tend to attract
the enmity of those who maintain and
provide their weapons. If making weapon
customizations, this character takes no
penalty to Trade tests for modifying

This character recieves a -5 penalty to


individual, but not Squad, Logistics tests,
and a -10 penalty to all Fellowship-based

22
Battle Honours
New or Mixed Regiments and
Battle Honours
Any long-serving regiment that
Naturally, different regiments with
successfully fights for the Imperium will see
different backgrounds will tend to
dozens of battles across multiple worlds and
have different honours, and newly-
fronts, battles that irrevocably shape its
formed regiments will likely have
nature as a fighting force. To honour their
none. At the GM's discretion, they
successes, Imperial regiments are
might award a regiment a Battle
frequently awarded (or award themselves)
Honour before the start of a
formal battle honours, a listing of all the
campaign to reflect, for instance, the
campaigns the Regiment has ever embarked
influence of experienced officers or
upon. The honours are primarily
Commissars on training.
ceremonial- a way to prove the lineage and
traditions of the unit- but more subtly they
Similarly, different units from Mixed
are reminders of where and how the unit
Regiments receive different Battle
has learned to fight.
Honours depending on which
Component Regiment they
In game terms, Battle Honours are
originate from. Over time, however,
regiment-wide bonuses that slighlty alter
new Battle Honours will naturally
the character of a Regiment after its
affect all characters in the Mixed
service. These are comparable to
Regiment, regardless of their unit of
origin.
Distinguished Service Medals, save that
they affect any member of the Regiment
(including newly-generated characters). For
example, the soldiers of a Regiment which
has won several battles against Orkish
forces might have greater understanding of
Orkish social hierarchy or equipment, while
a Regiment which has engaged the Tau
might have a grasp of maneuver warfare,
Tau battle tactics, or even advanced plasma
weaponry.

Battle Honours should only be awarded by


the GM at the end of a major campaign-
usually at the same time as Distinguished
Service Medals or Kill Markers.

23
They apply to every character currently a Armoured Clash Honour
member of the Regiment which has been This battle honour implies an engagement
awarded the honour, as well as any between the Regiment's armoured
subsequent character generated for that elements and large numbers of enemy
Regiment. If multiple Regiments are vehicles or cavalry in a head-to-head duel.
serving in the same combat area, they can Members of this Regiment may apply
all expect to recieve the same Battle Weapon Customizations to Vehicle
Honour. weapons.

Battle Honours take on the name of the Barrage Honour


conflict they are awarded for; a battle for a This battle honour speaks to the
hill numbered 86, for instance, would grant Regiment s skill with the big guns, and
the Regiment the "Hill 86" honour. their successes in destroying enemy forces
Generally speaking, Battle Honours do not with artillery at long ranges. Once per
provide direct bonuses to the skills or battle, members of this Regiment may roll
characteristics of a character, but rather twice on the Scatter diagram when
slightly influence the environment in which calculating fire from an Indirect weapon
they work. and choose whichever result they prefer.

Example Honours Battle of Attrition Honour


This battle honour covers
What follows is a sampling of any engagement involving
the kinds of Battle Honours one long, drawn out battles fought
might encounter, and their over the same ground, or battles
benefits- it is of course up to the with unusually high casualties on
GM to create new honours or Regiment's side. Members of
tailor these ones to their this Regiment add an extra
campaigns as they see fit. Clip's worth of ammo for their
Main Weapon and one Smoke
Ambush/Infiltration Honour Grenade to their Standard
This honour covers any Regimental Kit.
engagement won primarily by
suprise or stealth, usually against a Bridgehead/Landing Honour
larger enemy force. Members This honour commemorates a
of this Regiment treat their first assault, usually over
Agility Bonus as being 1 water or from space,
higher for the purposes of against an enemy
determining movement so long concentration. Members of
as they have not been detected this Regiment pay half the XP
by enemy forces or are actively cost to purchase their first and
trying to hide. second ranks in the Dodge skill.

24
Civilian Cooperation Honour Endless Service
This honour denotes a battle involving Every Imperial Guard regiment
extensive protection of or cooperation with changes over time as soldiers are
civilian elements on the ground, such as killed, transfer into other fronts or
refugees or local resistance. Members of are permitted a discharge from the
this Regiment pay half the XP cost to Militarum- and these changes are
purchase their first rank in the Charm, not necessarily positive. For every
Scrutiny and Investigation skills. great award and honour awarded a
unit, it might also see catastrophic
upheavals from within, as its soldiers
Defensive Warfare Honour deal with the stress and hardships of
Winners of this honour have been engaged their positions.
in static warfare to defend a strongpoint,
like a city or fortified trench line. To reflect the circumstances with
Members of this Regiment pay 100 xp less which a Regiment has had to deal
to purchase the following Talents: with, and to keep new characters
Covering Fire, Trench Dweller, Vigilant, made from within that Regiment up
Light Sleeper. to date with a Squad, the GM can
choose to, for roughly every second
Exotic Allies Honour Battle Honour a Regiment earns,
Winners of this honour have battled impose a new Regimental Drawback
alongside allies who are unusual by normal on the unit.
Militarum standards, such as Abhumans,
Astartes or even friendly xenos. Members It is recommended that the
of this Regiment gain a +5 to any Regiment Points provided by such a
Intelligence-based Tests surrounding these Drawback be no greater than 3, to
allies, and spend 100 less XP to purchase the avoid inflicting excessive penalties
Peer talent related to them. on the Squad over time. The effects
of these Drawbacks may be
Glorious Charge Honour temporary or permanent at the GM's
The thunder of hooves and the glitter of discretion, and they provide no
lances marked a great victory for this actual new Regiment Points to
Regiment and its mounted cavalry. Any purchase gear/abilities, etc.,
Mounts owned by members of this regardless of their unit of origin.
Regiment increase their Toughness and
Agility by 3. of this Regiment pay half the XP cost to
purchase their first rank in the Tech-Use,
High-Technology Battlefield Honour Trade (Armorer) or Trade (Technomat)
This honour commemorates a battle in Skills. Additionally, they gain a +20 to
which the Regiment's soldiers came to rely Logistics Tests to acquire the piece of
on a specific piece of unfamiliar technology equipment in question.
or kit to help them win the day. Members

25
Mobility Warfare Honour Specific Enemy Honour
This battle honour covers any engagement This honour covers protracted battle or
involving a battle of maneuver over a wide battles with one specific variety of enemy,
area, sometimes (but not always) with such as a Xenos species. Members of this
vehicles or cavalry. Members of this Regiment automatically gain the Hatred
Regiment pay half the XP cost to purchase and Enemy Talents related to the specific
their first and second ranks in the Navigate foe they were facing.
skill.

Trench Assault/Siege Honour


This battle honour covers any engagement
involving an attack against a heavily
fortified enemy position. Members of this
Regiment pay 100 xp less to purchase the
following Talents: Nerves of Steel,
Calculated Barrage, Modify Payload, and
Evasive.

Raiding/Guerilla Honour
This honour commemorates a battle
involving a rapid, unexpected attack or
flanking movement against an unprepared
enemy position. Any member of this
Regiment may reroll one missed attack
against an unaware or surprised target once
per session, though they must take the
second result if it is worse.

Rearguard/Delaying Action Honour


This battle honour is for an engagement
where a small unit stayed behind to cover
the retreat, evacuation or repositioning of a
larger unit of soldiers or civilians. Members
of this Regiment gain a +5 bonus to
Willpower Tests when fighting in
conditions where they are outnumbered or
surrounded by enemy forces.

26
New Guardsman Specialty Limitations on Fire Missions
Artillery Spotter Playing an Artillery Spotter
-15, adjust to three-four-one. Orks character implies that the Squad has
and light armour in the open, recommend at least one artillery regiment within
range of them on the battlefield, or,
-Katyushan vox chatter for instance, an Armoured regiment
free to do a bit of long-range
Nearly every Imperial Guard regiment uses bombardment.
forward observers in some capacity or
others, to guide and direct artillery fire Fire Mission abilities obviously
ordered from behind the lines. Artillery cannot be used if no artillery is
spotters are selected for their observational present in range, the Artillery
skills and coolness under fire; while seldom spotter has no way of contacting
heavily armed, they are the eyes and ears of artillery, or if the Artillery Spotter is
the big guns behind the lines. in a location (such as deep
undergroud) where conventional
Artillery spotters are distinct from the artillery might not reach.
higher-ranking Masters of Ordnance.
Spotters usually have authority only over When choosing artillery types for
regimental or divisional-level artillery the Saturation Fire Mission, the GM
pieces, rather than the theatre-wide should consider first what types of
command reach of their counterparts. artillery are in range. A Squad
involved in a siege or ambush-type
Characteristic Bonus: +5 Perception scenario would obviously have access
Starting Aptitudes: Agility, Fellowship, to more and better artillery than one
Leadership, Perception, Fieldcraft, operating behind enemy lines, for
Offense, Intelligence instance. Next, consider scaling the
Starting Skills: Awareness, Navigate type and strength of artillery to the
(Surface), Stealth or Tech Use, Scholastic Logistics rating of the Squad, and
Lore (Tactica Imperialis) their relative strategic importance; a
Starting Talents: Formidable or Heightened squad of fresh recruits might get a
Senses (Sight) and Vigilant, Weapon mortar round or two, while a unit of
Training (Las or Solid Projectile, Low- hardened veterans should be trusted
Tech) to direct Basilisk or Manticore
Specialist Equipment: Handheld Targeter, batteries.
Magnoculars, Vox-Caster
Tireless Observer:
Wounds: 8 + 1d5
Type: Passive
Cost: 300 xp
Artillery Spotter Advances:
covers
their flanks and keeps a doubled watch
upon the enemy. As long as the Artillery

27
Spotter makes a Challenging (+0) Ballistic
a +20 to any Test to locate and identify Skill Test and indicates a point (and not a
enemy positions, strong points, mustering character) on the battlefield within line of
areas, hidden forces, etc. on the battlefield. sight. In 1d5-1 Rounds (to a minimum of 1),

Support Fire Mission: Logistics Bonus from a piece of Field,


Type: Order (Half Action) Mortar or Rocket-type artillery of the
Cost: 400 xp hit near the designated
The Artillery Spotter and his Comrade feed position; roll on the Scatter Diagram for
targeting data to a nearby light artillery each round to determine direction; each
unit, calling in a small fire mission to better round scatters by 20 meters, minus 2 meters
enable them to observe or traverse the for every Degree of
battlefield. Success on the Ballistic
Skill Test, to a minimum
As part of this order, the Artillery Spotter of 1.
makes a Challenging (+0) Ballistic Skill Test
and indicates a point (and not a character) This ability
on the battlefield within line of sight. At may only be
the end of the round, a mortar round hits used a
near the designated position; roll on the number of
Scatter Diagram to determine direction; it times per
scatters by 2d5 meters, minus 1 meter for mission equal
every Degree of Success on the Ballistic to half the
Skill Test, to a minimum of 1.
Logistics
The Artillery Spotter may call in any one of Bonus,
the specialized Mortar Rounds found on rounded
page 183 of the Only War Core Rulebook. up
(minimum 1).
Saturation Fire Mission:
Type: Order (Full Action)
Cost: 500 xp
The Artillery Spotter
and his Comrade
coordinate with several
nearby artillery
batteries to call in a
substantial volley of
fire on their target.

As part of this
Art by Anton Moscowsky
order, the Artillery

28
New Support Specialist Options Guard), Scholastic Lore (Tactica
Junior Officer Imperialis), Navigate (Surface)
Only thing more dangerous than Langeter rockets Starting Talents: Heroic Inspiration or
is a fresh-commissioned lieutenant with something Combat Formation, Weapon Training
to prove. (Chain, Las or Solid Projectile, Low-Tech)
-Sergeant-At-Arms Jean-Claude Starting Traits: Overseer
Mireaubert, Brumeran Korpogardistos Specialist Equipment: Good-Craftsmanship
Laspistol or Good-Craftsmanship
Junior Officers are the lowest rung of the Autopistol, Chainsword or Good-
Im Craftsmanship Mono-Sword, Commbead
structure, having received a modicum of Wounds: 8 + 1d5
tactical and strategic training at one of the
Junior Officer Advances:
Though some are elevated from the ranks
of experienced Sergeants and other non- Instead of gaining a Comrade, a Junior
commissioned officers, far too often these Officer is accompanied at all times by a
Imperial lieutenants are ill-trained, Troop Formation of Guardsmen (using the
overconfident, or just stats on page 372 of the
utterly emotionally Only War Core Rulebook, and
unsuited for the needs of the Formation rules from
command. page 124 of Enemies of the
Imperium). This Formation
Casualties at the Junior has a starting Magnitude
Officer level are of 4.
substantial, but a new discretion, these
officer who can find the Guardsmen may assist the
courage, luck or tactical Junior Officer and other
acumen to use the members of the Squad in
platoon of men assigned Tests, but do not otherwise
to them effecively can count as Comrades. The
find themselves quickly
rising up the ranks. refreshed up to full
strength at the end of
Characteristic Bonus: +5 every mission, as new
Fellowship troops are assigned to
Starting Aptitudes: them.
Fellowship, Social,
Leadership, Offence, A Junior Officer may also
Defence, Fieldcraft purchase the following
Starting Skills: Command, Advances:
Common Lore (Local
Front, War, Imperial Art by Stugmeister.

29
Reinforcements: Each time the Junior Officer purchases this
Type: Passive advance, they gain the ability to use one of
Cost: 100 xp the Severan Dominate Commands featured
The vast majority of Imperial Guard on page 130 of Enemies of the Imperium. This
regiments function best in large numbers, Advance may be taken up to 4 times, and
where they can outmaneuvre the enemy and the same Command cannot be purchased
then drown them in massed firepower. more than once.
Each time the Junior Officer takes this
Advance, they may increase the Magnitude Customizing Formations
of their Formation by 1 Guardsman. This Playing a Junior Officer involves having
Advancement may be taken any number of command over a substantial tactical unit of
times, provided the Formation never
exceeds 12 members. might want their Formation to match those
Guardsmen already present in their
Squad Gunners: Regiment. The GM might consider
Type: Passive allowing a Junior Officer player to apply all
Cost: 200 xp the bonuses, penalties and equipment
All but the most desperately under-armed granted by their chosen Regiment. This
or tactically uncreative Imperial Guard implies a bit more book-keeping on the
regiments field special or heavy weapon part of a player, but also makes the
troopers of some kind. Formation unique.
Each time the Junior Officer takes this
advance, they may equip one Guardsman in What about Commanders?
their Formation with their Regimental The Junior Officer is obviously a different
Favored Heavy Weapon, or one other take on the Commander Advanced
Heavy Weapon of their choice, subject to Specialty, though both have different roles
and functions on the battlefield. Rules as
Regiment. The Guardsmen so equipped are written they should be able to coexist;
considered to possess the Talents needed to consider fluffing a Commander as, say, a
operate these weapons without penalty. Corporal or squad-level NCO, while a
They function as Special Weapon Troops Junior Officer is a bit higher up the food
(see page 125 of Enemies of the Imperium.) chain but less involved with the direct
This Advance may be taken up to 2 times. operations of a group of soldiers.

Confidence in Command: Junior Officers in Vehicle Regiments


Type: Passive
Cost: 300 xp with
As a Junior Officer gains in confidence and Formation rules. When dealing with a
experience on the battlefield, they become Junior Officer in an Armoured regiment,
more comfortable in directing the actions consider refluffing them as an Armoured
of their men to greater tactical effect. Fist squad tasked with backing up the tanks,
maybe?

30
Sutler Starting Skills: Commerce +10, Inquiry,
Scrutiny, Common Lore (Imperial Guard,
Administratum), Scholastic Lore
starch, rotgut, lho sticks and ammo! And I got all (Bureaucracy)
Starting Talents: Munitorum Influence, Peer
-Sutler Scuggins, Bellagian 88th s (Administratum or Black Market), Ears to
the Ground, Weapon Training (Las or Solid
Projectile, Low-Tech)
The representatives of the Munitorum on Specialist Equipment: Good-Quality Stub
the battlefield, Sutlers are effectively Revolver with Expander Rounds or Good-
combat supply officers. Mainly charged Quality Laspistol with Red-Dot Laser
with protecting convoys of goods to the Sight, Survival Suit, Auto-Quill
frontlines, they also Wounds: 7 + 1d5
serve as useful Sutler Advances:
merchants for The best Sutlers work alone on
equipment, food the battlefield. Though they may
and luxuries that have networks of contacts, and find
themselves swarmed by supplicants
normally be able to and hangers-on when in camp, they
acquire from their know that if you want something
regiments. done right, you do it yourself. Sutlers
Just as often do not gain a Comrade, but they can
outright buy the following advances for
thieves and themselves.
fraudsters as they
are honest Deep Pockets:
businessmen, Type: Passive
the Cost: 400xp
Once per character per combat, the
vast and Sutler can dig around and scrounge up
disorganized Sutler a few extra rounds of specialty ammunition
Corps weaves its tenuous grasp throughout to give to their companions. A character
the Astra Militarum. Sutlers can be found within 2m of the Sutler can load their
on any battlefield where there are logistics current weapon with one Clip full of one
to be managed, troops with disposeable unusual ammunition, generated via Table 1:
income, and loot to be stolen. Sutler Ammunition. They must spend their
next action(s), as many as are needed,
Characteristic Bonus: +5 Fellowship reloading. At the end of combat, any
Starting Aptitudes: Toughness, Fellowship, remaining ammunition in the clip is lost as
Social, Defence, Fieldcraft, Perception, it returns to the Sutler's vast mess of
Knowledge trinkets and gewgaws. Bullets don't grow
on trees, after all.

31
Table 1: Sutler Ammunition Waste Not, Want Not:
d10 Autoguns Location Type: Passive
1-3 Tracer Rounds Hammer, 123 Cost: 200xp
4 Amputator Rounds Core, 193 The Sutler's allies know that resources are
5 Bleeder Rounds Core, 193 at a premium on the battlefield, and that
6 Dumdum Bullets Core, 193 be trusted to contribute
7 Expander Rounds Core, 193
8 Man-Stoppers Core, 194 Any Player Character with a Sutler in their
9 Subsonic Stub Rounds Vol. 3, 37 party gains a +5 bonus to any Test to locate
10 - valuable or useful salvage on the battlefield.
Shotguns The Sutler gains +10 to such tests.
1-3 Tracer Rounds Hammer, 123 Additionally, the GM may secretly Test
4-5 Amputator Shells Core, 193
6-7 Inferno Shells Core, 194 hidden gems of gear or other valuables.
8-9 Solid Slugs Hammer, 123
10 - You Owe Me:
Lasguns Type: Passive
1-2 Hotshot Charge Pack Core, 194 Cost: 500xp
3-4 Lo-Charge Pack Vol 3, 35 Sutlers are the social heart of the
5-6 Blitz Pack Vol 3, 34 Munitorum, spreading rumors, favors and
7-8 Scrapmaker Pack Vol 3, 37 gossip as fast as they redistribute material
9 MPCP Vol 3, 35 wealth. Further, because they are
10 Sutl - technically outside the chain of
Plasma Guns command, their social influence can spread
1-5 Tough Luck! - surprisingly far, and influence those whose
6-7 Dust Cell Vol 3, 34 authority would otherwise be inviolate. A
8-9 Filament Cell Vol 3, 35 Sutler with this ability can use their
10 QG Cell Vol 3, 37 network of contacts and debtors to make
things happen on the battlefield, and fast.
Circle the Wagons:
Once per session, a Sutler can decide to pull
Type: Free Action
Cost: 300xp
to any one test by themselves or an ally to
Sutlers seldom see offensive combat, but
get a favor from a superior officer or
any supply officer worth their salt has an
member of an allied force who otherwise
eye for the defensive. At the end of each
does not answer to them. This Test ignores
turn in which they do not enter Overwatch,
any penalties for poor reputation or
a Sutler automatically gains a free use of the
Dispositions, and invokes no extra penalties
Overwatch action, and can make one Single
if it fails. Such a test could be used to
Shot attack against the first enemy that
requisition an armoured vehicle, call in (or
enters their standard cone of fire. This
call off) an artillery strike, request
attack cannot trigger Righteous Fury. If
emergency medical aid, a stay of execution,
the Sutler dodges or is attacked in melee,
or anything similar.
this effect is lost.
32
Officer of the Fleet Officers of the Fleet represent the link
between the average Guardsman on the
ground and a vast network of aircraft,
-Anonymous Fleet Officer, Ganf Magna satellites, and orbital infrastructure. This
tactical network can provide a Militarum
Officers of the Fleet are just that, Imperial Squad with up-to-the-minute navigational
Navy officers embedded within Imperial and tactical positioning.
Guard regiments to direct and coordinate
with Aeronautica Imperialis aircraft and The Officer of the Fleet, and members of
voidships. They provide a valuable the Squad they are in, gains a bonus to
command and control link between the Navigate tests, and any test to estimate
boots on the ground and the firepower in enemy movements, force concentrations or
orbit, and are an incredibly valuable force tactical composition, equal to three times
multiplier in situations where air superiority
can be maintained. mission per character, when they fail such a
Test, they may immediately reroll it; they
Characteristic Bonus: +3 Fellowship, +3 must take the second result, even if it is
Perception worse.
Starting Aptitudes: Leadership, Social,
Perception, Offense, Defense, Ballistic
Skill
Starting Skills: Awareness, Command,
Common Lore (Imperial Navy), Operate
(Aeronautica), Scholastic Lore
(Astromancy) or Navigate (Stellar)
Starting Talents: Peer (Imperial Navy), Air
of Authority or Combat Sense, Weapon
Training (Any two of Las, Solid Projectile,
Bolt, Low-Tech)
Specialist Equipment: Naval Pistol or Bolt
Pistol, Good-Craftsmanship Microbead,
Carapace Chestplate, Magnoculars
Wounds: 6 + 1d5
Officer of the Fleet Advances:

Officers of the Fleet do not gain a


Comrade, but they can buy the following
advances for themselves.

Eyes in the Sky:


Type: Passive
Cost: 200 xp Art by Dirk Loechel.

33
Strafing Run: Degrees of Success. At the end of the next
Type: Order (Half Action) round, if they are still out in the open, each
Cost: 300 xp of these targets must pass Hard (-20)
The main role of the Officer of the Fleet is Dodge test or Hard (-20) Operate (Surface)
calling in air strikes, and these most Test or take one hit from a Lascannon to
commonly manifest as strafing runs by the Body or Rear Facing, plus one extra hit
whatever Imperial fighter craft are in the for every three Degrees of Failure.
area. Though these attacks are seldom
damaging enough to seriously harm large
targets, they are excellent for breaking up Where are the planes, though?
and disrupting infantry. As with Artillery Spotters, playing an
Officer of the Fleet character
A number of times per mission equal to half implies a battlefield where the
Imperial Navy is present. This
the Officer of the Fleet may call in a imposes some complications on
strafing run. They designate an area 5 things, mostly on the GM side.
meters across by 10 x their Logistics Bonus
meters long within line of sight, and make a First off, what kind of Navy units
Difficult (-10) Command Test. If they are available? Are there PDF aircraft
succeed, at the end of the round, every present instead? Next, are they
enemy character within the area must pass a actually capable of getting to the
Difficult (-10) Pinning Test with a penalty
eq request for a strike mission or
Success. If they fail by more than 4 Degrees strafing run? For an Officer of the
of Failure, they immediately take a single Fleet to be most effective, it may be
Heavy Bolter hit to their Body location. worth it to run missions destroying
or suppressing local anti-aircraft
Strike Mission: guns, or risk losing the ability to call
Type: Order (Full Action) in strikes.
Cost: 500 xp
When heavily-armoured foes rear their Lastly, air strikes will obviously be
heads, the Officers of the Fleet direct the delayed, impeded or thrown off-
course by extreme range, low fuel
attack aircraft to reduce them to ruin. and ammunition, and even bad
A number of times per mission equal to half weather. They also c
if the Officer of the Fleet has no way
the Officer of the Fleet may call in a strike
mission against nearby large targets. They in a location (such as deep
must pass a Hard (-20) Command Test. If undergroud) where aircraft weapons
they succeed, they may select a number of
vehicles or characters of Size Hulking (5) or
larger within line of sight equal to their

34
New Advanced Specialty Options Helos in the AO
Air Controller
We see your smoke signal, Vigilance Alpha. alty,
which naturally implies the presence
- of Aeronautica Imperialis gunships
nearby and in comms range. For a
Most Imperial Navy officers are content to high-ranking Squad with an Air
remain well behind the lines, directing fire Controller, it might make sense for
the GM to assign a dedicated
are those Officers of the Navy who choose Valkyrie or Vendetta gunship to
to direct aerial strikes from as close to their provide them with both transport
targets as possible, making the best use of and fire support. Just remember, of

elements, like Valkyrie and Vendetta anti-aircraft weapons, air strikes


gunships. Though they expose themselves suddenly become a much riskier
to the most danger, they are incredibly proposition.
effective in minimizing friendly fire and attack, the Air Controller may cause the
attack to deal damage as if it were made
efficiently as possible. with a Heavy Bolter, as nearby aircraft rain
fire on the target. This ability may be used
Prerequisite Speciality: Officer of the Fleet once per encounter for free; every
New Aptitudes: Leadership, Social, activation after the first costs 1 point of
Fieldcraft, Perception, Offense, Toughness Logistics.
New Talents: Lockdown and Haze of War or
Open-Air Operations Guided Missile Strike:
Specialist Equipment: Good-Craftsmanship Type: Order (Free Action)
Naval Pistol or Good-Craftsmanship Bolt Cost: 300xp
Pistol, Good-Craftsmanship Microbead, Though expensive to manufacture, the
Deadspace Earpiece, Light Carapace
Specialist Advances: represent the pinnacle of high-accuracy
firepower. When the Air Controller makes
Air Cover: a Full Aim Action against a target, they may
Type: Passive also make a Hard (-20) Command Test; if
Cost: 300xp they succeed, that target is immediately
Even a few stray shots from nearby aircraft struck by a Hellstrike Missile.
can provide a huge force multiplier in a discretion, due to the guided nature of the
tight combat scenario, reminding enemy Hellstrike, this attack may be able to hit
forces not to poke their heards out of cover targets inside buildings, behind cover, etc.
for too long.

Whenever the Air Controller or a member


of their Squad succeeds on an Overwatch

35
This ability may be used any number of represents an explosion of burning
times per encounter, but each use after the Promethium).
first costs 1 point of Logistics.
For the next 1d10 rounds, this area is
Incendiary Bombing Run: Dangerous Terrain and is full of Smoke.
Type: Order (Full Action)
Cost: 500 xp Alternate Munitions
Promethium munitions are inexpensive, Promethium air strikes are well and
easy to transport, and guaranteed to put the good, but sometimes the Squad will
fear of the Emperor into the enemies of find itself fighting enemies like the
Mankind.
flame weapons. In these situations,
A number of times per mission equal to the the GM might consider re-statting
Air Controller the Incendiary Bombing run as a
may call in a Promethium bombing run. Plasma Bombing Run (doing damage
They must pass a Challenging (+0) as per a Plasma Cannon), or a Melta
Command Test. If they succeed, they Bombing Run (doing damage as per
designate a 30-degree cone-shaped area a Multi-Melta).
with a length equal to 10m x their Logistics
Bonus within line of sight. At the end of the
next round, all targets within the area must
make a Hard (-20) Dodge test or Hard (-20)
Operate (Surface) Test or take a single hit
from an Inferno Cannon (which here

36
Caravaneer New Talents: Either and
Excellent Cook or Ace Operator or Skilled
your Rider
trench run? Specialist Equipment: Mono-Groxwhip or
-Traditional song of the Regonian 87th Good-Craftsmanship Hand Cannon or
Hotshot Laspistol, Cavalry Mount with
Riding Tack or Centaur Carrier or Dvalinn
The Munitorum by and large uses Specialist Advances:
spaceborne vehicles to distribute its
supplies, but as always the Imperial Navy Ornery Cuss:
cannot be everywhere at once. In places Type: Passive
where Imperial fronts are stretched thin, Cost: 300xp
Mounted Caravaneers are famous for their
using their skill and tenacity to transport foul attitude, lack of patience for the
war materiel, food, and key personnel incompetent, and refusal to die under the
through unbelievably hostile conditions. direst circumstances. The same often
applies to their mounts. The Caravaneer
The Caravaneers, as they are known, take gains a +10 to any Tests to resist taking
on many forms- some might be levels of Fatigue, and can ignore their first
commanders of large convoys of transport level of Fatigue so long as they are
vehicles, always on the alert for predatory mounted. Their Mount gains the Enduring
raiders, while others might be the drivers of Mount Trait (See Hammer of the Emperor
huge herds of food animals or beasts of p.137). If it already has Enduring, it
burden, wary for those who might try to increases its Toughness by 5.
interrupt their trek. Armed with
lightweight gear, a can-do attitude and a Bodger:
talent for survival in harsh environments, Type: Passive
they roam the rear lines of the Guard, Cost: 300xp
delivering supplies wherever they need to Through an ingenious collection of
go. There is no official training to become a kludges, jury-rigging and unsanctioned
Caraveneer, nor is it anything like an modifications that would make a Techpriest
official title- rather, it is a role that many weep, Caravaneers keep their vehicles
Sutlers find themselves falling into as the running whatever the cost. As a Full Action,
situation demands it. They are a hardy lot, a Caravaneer can make a Challenging (+0)
and their presence on a distant battlefield Intelligence Test to cause a vehicle to
may be the only connection with ignore the effects of one of the following
civilization a Guardsman has. Vehicle Conditions for 24 hours x their
Prerequisite Speciality: Sutler Intelligence Bonus. This ability can only be
New Aptitudes: Ballistic Skill, Tech or active on a single vehicle at a time.
Toughness, Social, Agility, Fieldcraft, • Fire Damaged
Perception, Knowledge • Motive Systems Impaired
• Targeting Systems Destroyed

37
• Weapon/Turret Locked Skill Tests to hit, and a bonus to their
• Weapon Disabled Damage equal to one half their Perception
If these modifications are ever discovered Bonus, rounded up.
by an unfriendly or otherwise high-ranking
member of the Adeptus Mechanicus, the Convoy Master:
Caravaneer gains the Enemy (Adeptus Type: Passive
Mechanicus) Talent. This can happen Cost: 400xp
multiple times, and the effect will stack. Every Imperial supply convoy overland will
attract hangers-
Mounted on of some kind.
Rifleman: Some are
Type: Passive harmless, but in
Cost: 400xp the thick of
To protect a battle the last
supply caravan, a thing any
Caravaneer must Caravaneer
first protect wants to find is
themselves, and that someone has
the best know nicked their
that mobility is cargo. To that
the key to end, they exhort
defense when vehicle crews to
dealing with a keep an eye out
long, slow for trouble.
supply train. To Whenever the
this end, many other crew
Caravaneers members of a
become superb vehicle a
mounted Caravaneer is
riflemen, capable riding or
of aimed shots operating make
from the back of Overwatch
beasts that would attacks, they
put marksmen to increase the
shame. When damage of those
making Single attacks by one
Shot ranged half the
attacks from the
back of a Mount, Perception
a Caravaneer Bonus, rounded
gains a +10 on up.
their Ballistic

38
Dropmaster and increases its Carrying Capacity by 2
until the end of the Mission.
promptly to the correct location can turn the tide of
a battle more surely than a Supply Drop:
-Tactica Imperialis Type: Order (Full Action)
Outside of a very small number of Drop Cost: 400 xp
Regiments, the experience of most Aerial supply drops are an extremely
Guardsmen with logistical air support is common logistical support system for the
minimal; supplies are most cheaply Imperial Guard, especially for lighter
delivered by land, after all. Still, the airborne regiments who might not be able
Dropmasters of the Fleet are constantly to carry substantial reserves of ammunition.
busy behind the lines, preparing landing A number of times per mission equal to half
zones for transports and supply craft, and
directly guiding in provisions for isolated the Dropmaster may make a Challenging
or advance units on the front lines. The (+0) Command Test. If they succeed, within
Dropmaster represents the logistical side of 1d10 minutes a Drop Canister (see Hammer
Imperial Navy support; frequently of the Emperor, page 125) is deployed near
collaborating with the Sutlers and their position. As part of the initial Test,
quartermasters of the Militarum, they the Dropmaster designates their target
ensure that the Guardsmen on the front are zone; if the test fails, the Drop Canister
provided with the equipment they need, lands a number of metres away from the
when they need it. intended location equal to ten times the
Degrees of Failure, in a random direction.
Prerequisite Speciality: Officer of the Fleet
New Aptitudes: Fellowship, Social, If the Drop Canister would land on top of a
Perception, Tech, Defense, Knowledge character, it may pass a Challenging (+0)
New Talents: Either Peer (Munitorum) and Agility or Dodge test to get out of the way.
Drop Trooper or Munitorum Influence If it fails, it takes 1d10 + 20 Impact damage,
Specialist Equipment: Data-Slate, Good- damaged or destroyed.
Craftsmanship Commbead, Combitool,
Mag-Boots The Drop Canister may contain one of the
Specialist Advances: following options, as requested by the
Dropmaster but ultimately determined by
Careful Loading: the GM;
Type: Passive •
Cost: 200 xp worth of ammunition
Whether by mathematical training or gut • Up to 45kg of assorted cargo; this
instinct, Dropmasters know how best to could be lighter weapons,
load up a vehicle with spare equipment and ammunition, grenades, or any other
gear. Any vehicle a Dropmaster has had at human-portable gear.
least an hour to pack, repack and prepare
gains a +10 bonus to its Manoeuvrability might be required to make a Logistics Test

39
to determine if what they ask for is in the delivery of light equipment, vehicles and
Canister; failure might result in items being other useful materiel by Sky Talon. If they
lost, missing or replaced with Random succeed on the test, they may designate an
Issue Gear. area of open space large enough to fit a
Size (7) vehicle within line of sight; in 10d10
If the Dropmaster requests equipment that minutes, minus 5 minutes for every Degree
was already Mission Assignment Gear, the of Succees on the initial test, a Sky Talon
GM is strongly encouraged to have local arrives to drop off their chosen cargo.
Munitorum officials become very curious as
to what happened to the original Mission The Dropmaster may pick any one piece of
Assignment Gear, and why it needed to be cargo from Table 2; each has a different
replaced. Logistics cost which permanently reduces

Materiel Drop:
Type: Order (Full Action)
Cost: 500 xp
The Sky Talon gunship is the standard
Aeronautica Imperialis heavy gunship,
capable of hauling a wide variety of
heavy loads over long distances. Their
pilots work closely with Navy
Dropmasters, ensuring that equipment
gets where it is needed most.

Any number of times per mission, the


Dropmaster may make a Hard (-20)
Command Test to requisition the

Table 2: Materiel Drops


Equipment Logistics Notes
Cost
Sabre Gun Platform 1d5 Dropmaster specifies weapon.
Tarantula Sentry Gun 1d5 May be either Metalica or Hadd-Pattern. Dropmaster specifies
weapon.
Cyclops 1d5 Includes remote control.
Pack Howitzer 1d5 Includes 12 rounds, any number of which can be HEAT rounds.
Centaur 1d5 +1 -
Tauros/Tauros 1d5 +2 Dropmaster specifies weapon for standard Tauros/Venator, and
Venator/Tauros Commando may choose if the Commando is Ramshackle or Rugged.
Sentinel Walker 1d5 +2 Dropmaster specifies weapon.
Prefab Fortification 2d5 A 5m x 5m x 1.5m rockcrete (16 AP) bunker fitted with firing slits
for up to 12 Guardsmen; comes fitted with an explosive anchoring
system that latches on to whatever surface it is dropped on.

40
Innovator Unconventional Armaments:
used drop Type: Passive
canisters to disrupt Orkish raid. Note to self: Cost: 200 xp
promote him when the The sheer variety of strange and unusual
-From the diary of Lord General Scabeus weapons available to the Imperium means
duFoure that an officer can adapt the loadout of
their squad to just about any situation,
For all its many flaws, the Astra Militarum
represents a true meritocracy; soldiers who rules a little.
perform well and demonstrate a flair for The Innovator may choose to equip one
command will quite often rise up the ranks extra Guardsman in their Formation as a
by reason of their skill along, regardless of Special Weapons Troop, as per the Junior
background or social status. Such Squad Gunners Advance. In
innovators often attract negative attention addition, if they capture alien, heretical or
from their compatriots, whether through otherwise exotic weaponry, they may
jockeying for promotion, class issues or choose to have one of their Special
jealousy, but those who survive the Weapons Troops wield that weapon, and
politicking go on to be some of the they are considered to have all the Talents
needed to operate it effectively.

An Innovator is an informal designation for Trouble Shaker:


a Junior Officer who is willing to push the Type: Passive
bounds of the Tactica Imperialis, and the Cost: 200 xp
general regulations of the Guard, in pursuit When you start making waves in an
of victory. Creative and unpredictable on organization as hidebound as the Guard,
the battlefield, they lead their squads to d to attract the wrong kind of
victory in the most surprising ways. attention.
The Innovator gains a +20 bonus to social
Prerequisite Speciality: Junior Officer Tests to cover up rules transgressions,
New Aptitudes: Fellowship, Social, distract official attention, delay
Leadership, Intelligence, Perception investigations, or otherwise keep them and
Fieldcraft their Squad out of disciplinary troubles.
New Talents: Combat Sense and Evasive or
Paranoia Unconventional Tactics:
Specialist Equipment: Commbead, plus any Type: Passive
three of the following: Good-Craftsmanship Cost: 500 xp
Magnoculars, Chameleoline Cloak, 3 Innovative and unusual tactical planning
Smoke Grenades, 3 Demolition Charges, can be the result of long study, spur-of-
Combi-Tool, Signal Jammer, Stummer, the-moment improvisation, or even
Regimental Favored Basic Weapon genuine strokes of inspiration; whatever it
Specialist Advances: is, it can have a potent effect on the
battlefield.

41
Every time the Innovator makes a
Perception, Navigate (Surface) or
Intelligence-based test to analyze a
combat situation, potential battlefield, or
tactical engagement, they gain a single
Tactic Point if they score three or more
Degrees of Success. An Innovator may

to their Intelligence Bonus, and they are


lost at the end of each combat.
In combat, the Innovator may spend a
Tactic Point at the start of their turn to
grant their Formation one of the
following bonuses:
• The
their next turn gains Crippling,
Snare or Felling (X), where X is


is doubled, and it ignores penalties
from difficult or dangerous
terrain. These bonuses last until

turn.
• The Formation reduces magnitude
damage from all sources by 1, to a
minimum of 0, until the end of its
next turn.
• A space adjacent to the Formation
contains a Snare Mine with a
detection radius equal to the
s Perception Bonus,
fitted with a grenade taken from the

• The Formation immediately hides


or scatters; if the Innovator passes a
Challenging (+0) Command Test
their Formation is now considered
hidden from the enemy until their
next attack.

42
Inquisitorial Agent bulwark of faith to turn back the darkness
wrought by the enemies of Man.

-Informal anthem of the Ixaniad Prerequisite Speciality: Stormtrooper


Inquisitorial Tempestus New Aptitudes: Ballistic Skill, Fieldcraft,
Finesse, Knowledge, Willpower,
Generally, the Inquisitorial Leadership
Stormtroopers stand apart New Talents: Either Resistance (Psychic
from their more Powers) and Jaded or Inspire Wrath
conventional Tempestus Specialist Equipment: Good-
brethren, and their Craftsmanship Stormtrooper
training is far more Carapace, Good-Craftsmanship
couched in secrecy Hotshot Lasgun with Laser Sight
and the Sanctified Quality
Tempestus Scions. The Specialist Advances:
personal enforcers of
the Inquisition, as well Divine Inspiration:
as guards for the Type: Order (Half
nightmarish Black Action)
Ships and hidden Cost: 400xp
Inquisitorial facilities, Once per combat, an Inquisitorial
these elite soldiers are Agent may spend a Half Action to
trained to fight off allow all allies within a radius equal to
threats that attack the their Willpower Bonus to gain the
soul as much as they do the positive effects of a single Talent
the Agent knows until the end of
Stormtroopers who serve alongside the their next turn, even if they do not
Imperial Guard, however, are merely meet the prerequisites.
regular Stormtroopers who, whether
through personal valor, uncommon Sanctified Firepower:
fortitude or sheer misfortune have captured Type: Order (Full Action)
the attention of an Inquisitor. Fast-tracked Cost: 500xp
for mental fortitude training and equipped As a Full Action, an Inquisitorial Agent can
with gear significantly better than their make an Ordinary (+10) Command or
compatriots, they are often deployed to Intimidate Test- if the test succeeds, the
bolster conventional forces in the fight weapons of all allies within 5 meters gain the
against xenos psykers or the works Chaos. Sanctified and Proven (X) Weapon
Their combat tactics lack much of the Qualities, where X is 2 + the number of
mobility of their peers- it is useless to Degrees of Success scored on the test, to a
attempt to outrun beings whose minds are maximum of 6. This effect lasts for the
their deadliest weapons, after all. On the remainder of combat.
battlefield, they act as an unyielding

43
Intruder New Talents: Either Lone Wolf and Ambush
or Crippling Strike
-Tempestus Major Samuel Pliskin, Specialist Equipment: Synskin, Good-
moments before garroting an Ork Craftsmanship Preysense Goggles, Best-
Kommando Craftsmanship Delileus with Expander
Rounds or Best-Craftsmanship Lascarbine
The Tempestus has many units who with Lo-Charge Packs
function as infiltrators or covert insertion Specialist Advances:
troops, operating under cover of darkness,
sensor jamming or Cameleoline to encircle, CQC Mastery
pin down and instil terror in their enemies. Type: Passive/Reaction
Those from these regiments who truly Cost: 200xp
excel at tactical espionage, who are not just Sometimes the nature of an infiltration
good soldiers but good intelligence mission means that conventional
officers, are trained as Intruders. Their engageement with melee or ranged
instruction brings them nearly to the level weapons simply isn't tactically
of skill of the nightmare agents of the advantageous. Fortunately, the Intruders
Officio Assassinorium; like ghosts or are trained to use their enemies' bodies
serpents, they slowly and methodically against them, turning the tide of a melee
creep their way into enemy fortresses, with lightning speed. The Intruder gains a
leaving a string of dead or unconscious +10 bonus to Tests made as part of a Stun,
guards in their wake. Intruders almost Disarm or Take Down Action.
always work alone, supported over vox by a
network of tactical officers, civilian Once per combat, when engaged in melee
specialists and Techpriests. Though seldom by an enemy, an Intruder may attempt a
seen on conventional battlefields, they Disarm Test as a Reaction with an extra +10
make their presence known in sieges, bonus. If the Test succeeds, the enemy
occupations or any other situation where attack fails and the enemy is disarmed as
covert operations are the order of the day. normal. If it succeeds by more than 3
Where they operate, enemy officers have a degrees, the target is also knocked Prone.
knack for turning up dead, or kidnapped,
vital documents seem to disappear from the Sneaking Mission
middle of heavily-defended compounds, Type: Passive
and terrifying war machines fall prey to Cost: 300xp
relentlessly precise sabotage. When an Nothing ruins a prison break or hostage
Intruder is present, the very nature of war extraction faster than a loud or clumsy
changes. compatriot, and the Intruders train
Prerequisite Speciality: Stormtrooper constantly to deal with such eventualities.
New Aptitudes: Agility, Weapon Skill, For a number of minutes per day equal to
Ballistic Skill, Perception, Finesse,
Fieldcraft within a 5-meter radius of them gain a +20
to all Agility and Perception-based tests.

44
Long-Range Patroller Survival Suit, Omnitool, Hotshot Laspistol
with Laser Sight
Specialist Advances:
-Anonymous, Katyushan 4th Advance
Spotters Motorcycle Unit Astra Militarum Taxi Service:
Type: Passive
The Imperial Navy is always reluctant to Cost: 200xp
deploy aerial and space forces to a conflict Often seconded to non-Tempestus units,
unless they absolutely must, and the the best Patrollers learn quickly how to
frequent need amongst the Imperial Guard keep their passengers (and themselves),
for battlefield intelligence has led to the alive on vehicular voyages that would
formation of long-range patrol units. endanger the lives of lesser men. All allies
Operating in environments where orbital or within 5 meters of a Patroller gain the
aerial surveillance is impossible or effects of all the Patroller's Heightened
impractical, these small Stormtrooper Senses or Resistance Talents. If they
divisions focus on extreme mobility for already have the same Talent or Talents,
long periods of time, bypassing or the effects of the two stack.
punching through enemy strongpoints to
reconnoitre well behind the lines. Such Not by Strength but Guile:
soldiers needs must be patient, observant, Type: Passive
and remarkably tenacious, as they may well Cost: 300xp
operate on missions with little to no The Patrollers are trained in driving
support from their own forces. Most use techniques that even other Stormtroopers
customized versions of the Tauros or would find almost suicidally dangerous, but
similar light vehicles, equipped with their effectiveness is undeniable. Few foes
gigantic spare fuel tanks and packed with as are equipped for the sight of a Tauros
much observation equipment and spare Venator careening across the desert on only
weaponry as their strained chassis can two wheels, or a Leman Russ ramping off
manage. In a pinch, this deliberate the ruins of a bridge. The Patroller gains a
overarming allows Patrollers to operate not +20 bonus to Operate tests to Jink, perform
just as recon troops, but also as raiding Evasive Manoeuvres, or Floor It!
parties, harassing supply lines and
destroying the lines of communication. Decisive Firepower
Type: Passive
Prerequisite Speciality: Stormtrooper Cost: 400xp
New Aptitudes: Agility, Tech, Fieldcraft, On the offensive, the Patrollers know that
Perception, Toughness, Offence striking as quickly as possible, and as hard
New Talents: Either Resistance (Cold and as possible, can be the deciding factor in
Heat) or Tireless victory. The weapons of any vehicle the
Specialist Equipment: Good-Craftsmanship Patroller crews all gain Proven (4).
Magnoculars, Good-Craftsmanship

45
Master of Ordnance
This is an alternate take on the Master of
Ordnance Advanced Specialty already
position, this whole system will be lost. Do your
present in Hammer of the Emperor, with
mechanics more in-line with the artillery
-Vox chatter, Niva Carl
bombardment abilities used in the Artillery
Spotter Guardsman Specialty. Feel free to
While Imperial Guard Artillery Spotters are
swap in this version of the MoO as your GM
authorized to suggest and direct fire from
divisional or regimental artillery units, the
considerably stronger than the core version
Masters of Ordnance hold much greater
of the character, but also puts a lot more
influence; with their mastery of protocol
ing.
and dialect they can order strikes even from
voidships in orbit, or from the heaviest
As with the Artillery Spotter, much of the
strategic artillery available to the
Militarum.
used in situations that artillery or orbital
strikes cannot physically reach (deep
Prerequisite Speciality: Any Guardsman
underground, inside a large structure, etc.),
New Aptitudes: Agility, Fellowship,
or when there is no supporting artillery
Intelligence, Leadership, Offence,
present.
Perception
New Talents: Either Air of Authority and
When calling in Siege-type weapons,
Combat Sense or Calculated Barrage
discretion is vital on the part of the GM;
Specialist Equipment: Deadspace Earpiece,
these are immensely powerful weapons
Good-Crafstmanship Preysense Goggles,
which can trivialize combat encounters with
Good-Craftsmanship Vid-Relay,
weaker enemies. GMs should balance
Handheld Targeter
combat encounters and tactics based on the
Specialist Advances:
assumption that the enemy knows heavy
artillery is present and has prepared
Continuous Direction:
accordingly.
Type: Passive
Cost: 300 xp
Political and logistical concerns also apply
Masters of Ordnance and their Comrades
here. If the party starts throwing around
are trained to the highest degree of ballistic
Colossus Bombard shells willy-nilly, the
science in the Imperium, and working as a
Munitorum should also get involved; they
team they can relay extremely accurate
will want to know why such expensive
targeting information and fire correction
ordnance is being expended like it grows on
orders to a wide variety of Militarum and
trees.
Imperial Navy forces.
fire an Indirect weapon or call in fire from a
supporting force; he must take the second
Comrade is in Cohesion, once per round he result, even if it is worse. Additionally,
may choose to reroll any one Test made to whenever he rolls of the Scatter Diagram

46
for any weapon with the Indirect quality, he The Master of Ordnance designates an
may roll twice and pick either result. area of ground 5m x their Logistics Bonus
wide by 20 x their Logistics Bonus long.
Hurricane Bombardment: After 1d5-1 rounds, every character within
Type : Order (Half Action) the area must pass an Agility test with a
Cost: 500 xp penalty equal to 10 x their Degrees of
The Master of Ordnance and his Comrade Success on the initial Ballistic Skill or
coordinate with artillery batteries in range Command Test, or take damage from a
to call in accurate and effective fire on their single piece of Field, Mortar or Rocket-
targets. type artillery of th
choice.
As part of this order, the Master of
Ordnance makes a Challenging (+0) Any fortifications, ground-based traps,
Ballistic Skill or Command Test, and landmines, trenches and other
chooses one of the following options: emplacements that might impede the
advance of infantry or vehicles in the area
Precision Strike: A single round of artillery in are destroyed.
the right place can turn the tide of a battle. might fill the area with Dangerous or
Difficult Terrain.
The Master of Ordnance indicates a point
(and not a character) on the battlefield As part of the initial Test, the Master of
within line of sight. At the end of their
turn, a single shot from an available piece of rating by 1d5 to double the width and
Field, Mortar or Rocket-type artillery of length of the bombarded area and inflict
the Master of Ordnance damage as per a piece of Siege artillery,
designated position. The round scatters by selected by the GM. The width and length
a a number of meters equal to 5-their of the area is calculated based on the
Degrees of Success on the initial Test, to a
minimum of 0. reduction.

As part of the initial Test, the Master of Box Barrage: A carefully-calculated


defensive strike surrounds a strongpoint
rating by 1 to instead call in a single shot with a wall of detonations and shrapnel,
from a piece of Siege artillery, selected by delaying or cutting off an enemy advance.
the GM.
The Master of Ordnance designates a
Creepting Barrage: square area of ground 5m x their Logistics
artillery strikes moving across the Bonus wide by 5m x their Logistics Bonus
battlefield both suppresses enemy defences long. 1d5-1 rounds later, every character not
and blows breaches in their fortifications. in this area, but within 100 meters of the
Master of Ordnance, must pass an Agility
test with a penalty equal to 10 x the

47
capable of burning off the atmosphere of a
Ballistics Skill or Command Test, or take planet.
damage from a single piece of Field, As part of this order, the Master of
Mortar or Rocket-type artillery of the Ordnance makes a Hard (-20) Command
Test and indicates a point (and not a
character) on the battlefield within line of
As part of the initial Test, the Master of sight. 1d5 +5 Rounds later, -1 Round for
every Degree of Success on the initial Test,
rating by 1d5 to inflict damage as per a piece the ravening beam of an Imperial Navy
of Siege artillery, selected by the GM. Lance weapon hits the designated position.
It has the following profile;
Lance Strike:
Type : Order (Full Action) Lance Strike (5d10 + 10 E | Pen 16 | Blast
Cost: 600 xp (4d10 + 5), Concussive (3))
It is seldom necessary for the Imperial
Guard to call in the terrifying power of the This Order may be used any number of
guns of the Imperial Navy to protect them; times per mission; every use after the first
these are weapons of apocalyptic power,
Rating by 1d5.

48
Model Officer Specialist Advances:

lady. Continue to work in such a way and I can see Mass Formations:
Type: Passive
-Lord General Scabeus duFoure, to a Cost: 200xp
Lieutenant of the Edelweiss Kurassiers The Tactica Imperialis is clear that the
strength in numbers of the forces of
The Astra Militarum is often criticized in Humanity are some of their greatest assets,
many higher-ranking Imperial circles for and that large-scale maneuvring allows a
being a hidebound, ultra-conservative commander to bring the most firepower to
organization of backwards-looking old bear on enemy targets.
fuddy-duddies so lost in protocol and Each time the Model Officer takes this
pro Advance, they may increase the Magnitude
behinds with two hands. of their Formation by 1 Guardsman and

This is true, to a degree, but the fact This Advancement may be taken any
remains that the procedures and protocols number of times, provided the Formation
never exceeds 20 members.
founded on millenia of extremely successful
war-fighting on hundreds of thousands of Standard Procedures:
fronts. Sticking to the exact letter of the Type: Passive
Tactica Imperialis guarantees that, even if an Cost: 300 xp
officer is not the most creative or flexible in At its highest echelons, uniformity and
their tactics, those tactics will be at the very standard operating procedure is the grease
minimum fairly competent. that turns the wheels of the Astra
Militarum, and a rigid adherence to
A Model Officer is a Junior Officer who protocol brings stability and order amidst
has devoted themselves to just such a study, the chaos of a war zone. Those higher up
learning the tactical and strategic mores of the regimental chain of command usually
their Imperium inside and out. appreciate it when their underlings behave
in a predictable and measurable fashion,
Prerequisite Speciality: Junior Officer after all.
New Aptitudes: Fellowship, Social, The Model Officer gains a +10 bonus to all
Leadership, Knowledge, Offence, social tests with higher-ranking members of
Fieldcraft their regiment and members of the
New Talents: Total Recall and Strength in Munitorum, as well as all Common Lore
the Creed or Inspire Wrath (Administratum, Imperial Guard and War)
Specialist Equipment: Good-Craftsmanship tests, and Scholastic Lore (Bureaucracy)
Heavy Laspistol or Good-Craftsmanship Tests.
Bolt Pistol, Good-Craftsmanship
Chainsword or Power Sword, Commbead.
Laud Hailer

49
By the Book:
Type: Free Action
Cost: 400 xp
The dozens of collected books, essays,
battle reports and other documents that
form the combined Tactica Imperialis
contain nuggets of operational wisdom
covering a huge variety of combat
circumstances from theatre-wide
operational concerns down to the actions
of individual soldiers. Careful reading of
these near-holy books provides an
Imperial commander with all they need
to conduct successful warfare.
At the start of any of their turns in
combat, the Model Officer may make a
Challenging (+0) Scholastic Lore (Tactica
Imperialis) test as a Free Action. If they

Point for every two Degrees of Succees


they make. At any other time in the
combat, they may spend any number of
Tactics Points to gain +1 Degree of
Success on any one Test undertaken by
them or a member of their Formation. A
Model Officer may only bank a total
number of Tactic Points equal to their
Intelligence Bonus, and all stored Tactic
Points are lost at the end of combat.

50
Old Guard Becoming an Old Guard
The Old Guard Advanced Specialty is
of granite- By the Emperor, they accomplished unlike all others in that it is class-agnostic.
with muskets and steel what our artillery and Any Support or Guardsman Specialty can
switch to Old Guard, to represent them
-Anonymous report on the battlefield gaining extended battlefield experience
prowess of the Brumeran Korpogardistos. and becoming the crack veterans of their
unit.
Every Imperial Guard regiment that has
seen prolonged combat tends to stratify However, while the Old Guard does offer
naturally into two kinds of soldiers; the new greater flexibility than other Specialties, it
recruits, and the old. The latter are far less carries with it one major limitation to
numerous, but infinitely tougher, more represent their long field experience.
dangerous, and more true to the glorious
traditions of their regiment and A character may only become an Old
homeworld. Guard after they have passed their

The Old Guard is the consummate veteran Specialties- in other words, a character
soldier; grumpy, prone to grumbling and may choose to play an Old Guard only on
complaining at the drop of a hat, laden their third Specialty switch and up.
down with strange equipment and trophies
issued, recovered or stolen from foreign Or any one of Crack Shot, Crippling Strike,
battlefields, and forming a bulwark of Munitorum Influence, Strong Minded,
manpower strong enough to crush even the Formidable, Indefatigable, Low Profile
fiercest of foes. In those Imperial Guard Specialist Equipment: Same as previous
regiments which do not have regular Specialty; increase the craftsmanship of any
demobilization policies, veteran soldiers two items by one level, and gain one
can see decades of combat, and those with Weapon Upgrade with a rarity of Very
the luck and mental fortitude to endure it Rare or less that can be applied to one
all can change the tide of a battle by their weapon the character has Weapon Training
mere presence. for.
Specialist Advances:
Prerequisite Speciality: Any
New Aptitudes: Same as previous Specialty. Grumbler:
Add one of Fieldcraft, Finesse, Knowledge, Type: Passive
Tech or Social. Cost: 300xp
New Talents: Either Jaded and any one of This character has earned, by length or
Ambidextrous, Resistance (Pick One), Peer success of service, a certain leeway in
(Pick One), Evasive, Lone Wolf, Reaction obeying orders or following perfect
Fire military protocol. Their superiors know
this, and also know that that laxity makes

51
them all the more ferocious on the attacks for the purposes of calculating
battlefield. damage.

This character gains a +5 bonus to the Grizzled Veteran:


numerical effects of any Orders they Type: Passive
recieve, and reduce all incoming Insanity Cost: 400xp
damage by 1, to a minimum of 0. Prerequisite:
granted them Comrade(s).
Last Man Standing:
Type: Passive This character is a living font of useful
Cost: 400xp combat knowledge, having seen, fought
Prerequisite: and over the myriad horrors of the
granted them no Comrades. Imperium's enemies. Their very presence in
a squad instils discipline, coordination and a
This character has seen hundreds of will to victory that can change the tide of
members of their unit come and go, the the most desperate struggle.
faces blurring together until they cannot
remember who they've served alongside. Whenever this character has his, or any
Through it all, they endure, posting after allied character's Comrade in cohesion, he
posting, battle after battle. gains a +10 bonus to all Tests. All allied
characters in the Squad gain a +5 bonus to
This character gains a +20 bonus to any all Tests when they have a Comrade in
Test to resist Insanity, Fear or Corruption cohesion.
caused by the death of an ally. In addition,
any attack roll against them that rolls
doubles
automatically
hits the nearest
ally's
Comrade. If
there are no
Comrades near
them that
might take
damage, they
instead treat
their
Toughness
Bonus as being
doubled
against such

52
Paymaster Paymasters are there to ensure the cash
flows on time, and to the right people.
-Personal Motto of Paymaster Donnal Naturally, their influence is widespread and
Takarada very, very well-respected. Holding the
purse-strings of an entire regiment of
It is a common fallacy that the soldiers of heavily armed soldiers requires more than a
the Imperial Guard are never payed. The little strength of character, and the few
Munitorum promises pay, it is claimed, but Paymasters to survive for any length of time
never delivers tend to be men and women of remarkable
course, but there is a grain of truth. The guile and tenacity.
Munitorum is a vast bureaucracy, and the
funds (in dozens of different sectorial and Prerequisite Speciality: Sutler
regional currencies) often take far too long New Aptitudes: Command, Willpower,
to get from the purses of Terra to the Social, Defence, Fellowship, Perception,
pockets of the common fighting man. Knowledge
Thus, many Guardsmen are quite used to New Talents: Either Orthoproxy and Peer
being paid late, or too little, or not at all, or (Munitorum) or Munitorum Influence
even, say, in decorative seashells or small Specialist Equipment: Carapace Breastplate,
cubes of processed metal instead of Calculus Logi Upgrade, Interface Port
standard Imperial coinage. Specialist Advances:

The bureaucrats of the Munitorum are


uncomfortably aware of this, and, seeking
to reduce instances of
insubordination or outright Money
mutiny, often task trusted Talks:
Sutlers with the job of Type:
supervising regimental pay. Passive
The title of Paymaster is Cost:
strictly speaking 200xp
inaccurate, as it is the Any regimental
regimental quartermaster,
command staff even the wealthy
and ones, knows that
quartermasters
who do the good idea to piss
actual off the guy who
paying, holds the purse-strings.
but the
Any time a party
member might be
called on a to

53
they gain the effects of the Fate Point, but
score, a Paymaster may, before the roll is the point itself is not spent. If they fail,
made, spend a Fate Point to give that roll a they take a number of points of Insanity
equal to their Degrees of Failure + 1. The
Fellowship Bonus. Paymaster cannot use this ability
themselves, only grant it to others.
Combat Bounties:
Type: Order (Free Action) Wolves of the Spinward Front:
Cost: 500xp Type: Passive
Many Imperial regiments issue bounties for Cost: 300xp
trophies taken from dead enemies, as a way When a front begins to dissolve and turn to
to incentivize their soldiers to greater anarchy, or when the order of a regiment
ferocity. Sutlers will often issue slightly less dissolves and its soldiers begin to loot,
formal encouragaments, to the same effect. pillage and plunder, their first target will
often be regimental cash stores- gold may
A Paymaster with this ability may spend a not fill the stomach, but it certainly fills the
Fate Point to cause the attacks of all allies imagination. Paymasters know they are
always under threat, and seek to defend the
Fellowship Bonus to gain a Damage and ets with merciless force.

Logistics Bonus. This ability lasts for the A Paymaster with this ability gains a +10 to
duration of the combat in which it is the Opposed Agility Test to act first in
activated. It can be activated any number of Overwatch. Whenever they make a
times in a session, over multiple combats, succesful ranged Overwatch attack, they
but every activation after the first decreases Pinning Test the enemy must undertake
increases in difficulty by an amount equal to
to the Fate Point cost. -10, to a
minimum of 5.
Dosh Sustain Thee:
Type: Passive
Cost: 400xp
Human beings are, no matter what
they might claim, a greedy species.
The lure of gold, treasures and
riches can drive men mad, but also
sustain them beyond the limits of
human strength.

When a member of a Paym


Squad spends Fate, they may
immediately make a Challenging
(+0) Logistics Test. If they succeed,

54
Psykana Haplotist Specialist Advances:
no:
Enlightened Overseer
-Master Xavier Yurishima, founder of the Type: Passive
Collegia Haplotica Cost: 300xp

Though the Tennanlower Haplotists have culmination of w


long since vanished into the irradiated ruins chosen school of witchery is, and has
of their homeworld, their ideas have spread learned how best to resist its perils. Many
across the Galaxy, and some members of will go out of their way to warn those
the Psykana still train the occasional around them of the unpredictable powers
Haplotic psyker. Yet more stumble across of the Haplotist, to minimize any collateral
the works of the Haplotists, especially damage. As long as the Hapl
Xa Una Mens ad Companion is in Cohesion, all allies within
Unius, and embark on the path by
themselves. The result is the same: psykers Fellowship Bonus x 2 gain a +20 bonus to
who focus on a single discipline to the any Test to resist powers of the same
exclusion of all others, suppressing most of
their latent abilities in order to force their
specialty to become stronger. Rare on the Ways of the Haplotist
battlefield, these overspecialized psykers cer, pyrokineticist,
can be incredibly devastating, wielding diviner. By your powers combined, you are...
incredible abilities that go well beyond that
of their conventional brethren, and with -Xavier Yurishima, addressing the Collegia
greater stability than most. Becoming a
Haplotist requires considerable mental Each Haplotist selects a single Way, and
effort and a great deal of training- weak focuses on it to the exclusion of everything
Haplotists tend to end up insane or dead. else. Upon switching into the Haplotist
Haplotists wield a variety of specialized Advanced Specialty, select one of the Ways
equipment developped by the Psykana and below. This choice can only be made once
the Collegia Haplotica, but their reliance and is permanent. The Way you select must
on a single psychic discipline can leave them match the Discipline you selected for the
vulnerable when confronted with the larger Haplotic Focus talent.
range of abilities available to other Psykers.
Prerequisite Speciality: Sanctioned Psyker Way of the Dynamiphore
New Aptitudes: Psyker, Willpower, Discipline: Telekinesis
Intelligence, Offence, Defence, Toughness Haplotic Talent: Lightning Reflexes
New Talents: Haplotic Focus and Haplotic Dynamiphores study the power of motion,
Talent (See Below) and, by the consumption of a variety of
Specialist Equipment: Hexagrammatic Robes, reflex-enhancing substances, become ever-
Aether Staff, Poor-Craftsmanship moving masses of tics and jitters, claiming
Wavespar Harness that by living in motion they understand

55
the forces their minds can exert. They are
ferociously able telekines, able to move Way of the Numinous Esper
immense masses into the air, though their Discipline: Telepathy
focus is often overly-precise, and they Haplotic Talent: Peer (Adeptus Astra
struggle to telekinetically control more Telepathica)
than one object at a time. Numinous Espers believe their path lies
within the thoughts of others, and they are
Grand Defiance: Within an atmosphere, constantly listening in on the surface
planetary gravity is the greatest limiter of thoughts of all those around them,
motion, or so claim some Dynamiphores. subsuming their own personalities in the
Their greatest triumph is being able to babble of their surroundings. Though they
exert so much mental pressure they can almost always come across as silent or
ignore gravity entirely. This power allows a unemotional, they experience a constant
Dynamiphore to make a Very Hard (-30) and overriding empathy. Numinous Espers
Willpower Test as a Full Action to activate almost always get along well with
one of two effects. Rolling doubles on the Astropaths, as the former have an
test or failing it generates Psychic understanding of the troubles of the latter
Phenomena. yet are much more apt at communicating
1. The Dynamiphore can levitate their needs to non-psychic individuals.
themselves, gaining the Flyer (X) trait, Many Imperial Guard commanders dislike
where X is 2 + their Psy Rating. While working with Numinous Espers even more
flying, they can continue to manifest so than regular Sanctioned Psykers because
powers as normal, but their Psy Rating is of the absence of privacy their presence
treated as being 2 for the purposes of entails, but their combat abilities are
manifesting. They cannot manifest the inarguable.
alternate power of Grand Defiance (see
below) while flying. This power lasts for a Great Link: The true power of the
number of rounds equal to their Willpower Numinous Esper is their ability to break
Bonus. At the end of the last round, they down the barriers around the subconscious
settle slowly to the ground, unharmed. mind, unlocking the buried thoughts of
2. Alternately, the Dynamiphore may cast human beings and sharing them. These so-
Grand Defiance on a single object weighing called Great Links synchronzie the
up to 2000kg x their Psy Rating. They may unconscious minds of the Esper and their
continue levitating the object for as long as targets, causing the entire group
they choose, moving it a number of meters consciousness to think alike- subjects of a
equal to their Willpower Bonus per round. link may not notice it, but they move faster,
For ever round after the first 5, they take react with more coordination and have an
one point of Fatigue. When they end the instinctual knowledge of the thoughts of
power, the object drops out of the air. their allies.

A Numinous Esper can make a Very Hard


(-30) Willpower Test as a Full Action to

56
create a Great Link between themselves Way of the Planete Aeon
and a number of allies or enemies within Discipline: Divination
range equal to 2 x their Willpower Bonus. Haplotic Talent: Blind Fighting
Rolling doubles on the test or failing it Planete Aeons are cold, intellectual masters
causes the Esper to take 1d5 + 5 points of of probabilities. They forgo many of the
Insanity, and triggers Psychic Phenomena. mystical ties of common Imperial diviners
All allied subjects of the link gain the for a detached and systematic study of
Unnatural Characteristic (2) Trait for every statistical likelihoods and the regular
single one of their Characteristics, for a algebraic patterns that underlie day-to-day
number of Rounds equal to one half the existence. Curiously, one of the most
common forms of study is through mock
Upon the end of the final round all combat- Aeons scrutinize fighters to be
involved in the link must make an Ordinary able to quantify every single one of their
(+10) Willpower Test or take a number of movements, and develop an ingrained,
Insanity Points equal to the duration of the academic understanding of the motions of
power in rounds. Enemies in the link take a battle, allowing them to essentially fight by
-2 penalty to all of their Ability Bonuses for rote muscle memory even if disoriented by
the duration of the power as their minds are darkness or injury. Aeons are also
clouded with errant thoughts and psychic compulsive gamblers, seeing the power of
noise, and the Willpower Test they make at time, random chance and perhaps even the
the end of the power is Difficult (-10). fates in the simple mathematical motions of
the dice. Many battlefield commanders find

The all-too-frequent side effect of improperly applied Haplotic techniques. Fortunately, this particular mistake was a minor
one, and did not tear open a warp rift.

57
their pronouncements and their curiously biomantic and medical training. Though
stilted combat style quite weird, but their they are not welcome in the field hospitals
tendency to seemingly generate good luck of the Imperial Guard in the same way that,
has earned them a welcome place in the say, Sisters Hospitaller might be, their
Guard. grasp over more arcane methods of life-
preservation can bring Guardsmen back
Rend Chance: The Aeons are not limited to from the most heinous of wounds.
predicting the future, and can, by focusing Curiously, it is the Mechanicus who take
all their strength, alter it. This ability is objection to the work of the Humorites, for
outwardly discouraged by the Psykana, but they feel that the life-energy-manipulation
more high-ranking Aeons than will admit techniques they have perfected come
know how to use it and have. A Planete dangerously close to violating the
Aeon may make a Very Hard (-30) Mechanicus precepts against reanimating
Willpower Test as a Full Action. If they fail the dead.
or get doubles, they trigger Psychic
Phenomena and take 1d5 +1 points of both Deny Death: By concentrating a truly
Insanity and Corruption as their mind immense amount of life energy via the
becomes briefly unstuck from time. If they Warp, a Humorite can force tissue near
succeed, they make pick a single dice roll them to cling to life even in the face of
made during the next round of combat and devastating wounds, a technique which can
change the result to whatever number they save lives, though at a gruesome cost. As a
would like. This can effect their dice rolls, Full Action, a Journeyman Humorite may
allied dice rolls, and even the dice rolls of make a Very Hard (-30) Willpower Test.
enemies. Rolls changed by an Aeon cannot Failing the test or rolling doubles triggers
be rerolled or otherwise ignored. Psychic Phenomena and causes them to take
a number of Wounds equal to their Psy
Way of the Journeyman Humorite Rating as the life energy surges out of their
Discipline: Biomancy body. If the Test succeeds, all allies within a
Haplotic Talent: Sound Constitution 10 meter radius are incapable of dying for a
Journeymen are bon-vivants who take joy number of rounds equal to 10 + the
in the lives the God-Emperor has given ore
them. Large of appetite and large of heart, any Critical Damage effects that cause
they make it their purpose to foster growth Stunning, Fatigue, Blood Loss or Death,
and life wheresoever they may be. Their but not those that cause loss of limbs or
training, paradoxically, involves want and organs, such as Blindness. Once the
deprivation, starving themselves and living duration of the power ends, all those
alone in the wilderness until all their effected experience the effects of their
worldly possessions have rotted away. Only critical damage spontaneously as the
by accepting the joyousness of merely energies knitting their tissues together fail.
existing and perservering can they take the If they suffered any additional Critical
Way of the Humorite, combining their Damage since the beginning of the power,
positive outlook with a great deal of they also receive 1 point of Corruption and

58
Insanity for every point of Critical Damage Willpower Test to enhance the power of all
taken. energetic reactions within a radius of 10+
his Willpower Bonus meters. If the test fails
Way of the Thermifer or rolls doubles, the Thermifer takes 2d10
Discipline: Pyromancy points of Toughness Damage and triggers
Haplotic Talent: Resistance (Heat) Psychic Phenomena. Any weapon or
While the common pyromaniac may take damaging effect with the Energy or
joy in kindling a flame, and the Incinerants Explosive type, including mundane fires,
of the Ministorum zealous passion, the gain a bonus to their Damage and
Thermifers see their abilities as a cosmic
necessity, pushing back the slow Willpower Bonus. This effect lasts for a
inevitability of entropy. For them, it number of Turns equal to 1 + the
matters not from whence the flame flows,
only that it does. Lean, quick-tempered the area of effect as the power ends must
(from years of eating burnt food, as the make a Challenging (+0) Toughness Test or
pleasures of the flesh are seen as impure), gain 1d5 points of Fatigue from the sudden
and covered with burn scars, the Thermifers wave of heat the end of the reaction
are a grim and humorless lot, until they releases.
enter into combat. When their anger is set
alight, they burn with a screaming, raving
passion that puts even the zealots of the
Imperial Cult to shame, raging against the
dying of the light. The Emperor is their
God of Fire, source of their psychic gift,
and they intend to honour Him on his
Throne with gifts of heat and light. Fire for
the Lord of Flames! Embers for his
Enemies!

Radiant Accelerance: Thermifers do not


merely manipulate flame, but all forms of
heat and high-energy matter, and their
most direct application of this technique is a
powerful one indeed. By converting Warp
energy directly into thermal potential
energy and feeding it into the surrounding
environment, they can vastly accelerate the
movement of particles, turning small fires
into mighty conflagrations and bolts of
high-energy plasma into apocalyptically
powerful weapons. As a Full Action, a
Thermifer may make a Very Hard (-30)

59
Xavier Yurishima, from his days as a Savant stationed with the Valhallan Ice Warriors.

Psykana Savant supernatural powers and a well-trained


body of men can change the course of
crest that ridge. The two on the left will be armed whole battles. Savants are found leading
with axes- squads one and two, you will from the front, spending as much time
neutralize. The two on the right have guns. Leave issuing commands to their followers as they
do smiting the enemy with psychic energy.
-Lieutenant-Savant Vale Revok, in action Despite their mystic talents, many Savants
with the Edelweiss 114th do not stand out much from the troopers
around them- any sensible Savant knows
Those Sanctioned Psykers who survive that survivability and armour protection
their first encounter with an enemy often override the stylistic tenets of the Psykana
find that promotion comes easily- despite
their training many Sanctionites are
unequipped for battlefield conditions, and Prerequisite Speciality: Sanctioned Psyker
those psykers who can keep their heads New Aptitudes: Psyker, Willpower,
(often literally), or who demonstrate Leadership, Social, Fieldcraft, Offense
capable leadership abilities will be New Talents: Either Combat Formation and
promoted to the rank of Savant, often Air of Authority or Iron Discipline
assigned squads of novice Combat Psykers Specialist Equipment: Suit of Carapace
or even ordinary troopers to lead. Though Armour, Good-Quality Chainsword or
they tend not to get along well with their Common-Quality Power Maul, Common-
men, for the superstitions against psykers Quality Bolt Pistol or Good-Quality Hand
are understandably well-entrenched, the Cannon or Good-Quality Hand Flamer,
close coordination between their Psy Focus.

60
Specialist Advances: number of rounds equal to one half the

Snap Invocation
Type: Passive Veteran Overseer
Cost: 500xp Type: Passive
The finest combat psykers have learned to Cost: 200xp
rely on their powers even while deftly Following a Savant into the fires of battle
dodging incoming fire or engaged in the is a truly herculean task, especially for a
fiercest of melees, and they have learned to Psykana Overseer charged with supervising,
manifest their abilities with remarkable controlling and protecting their
speed. companion. The Overseers of Savants tend
to be just as battle-hardened as those they
In combat, the Savant can choose to accompany, and can often coordinate
manifest a power at an accelerated rate- a manoeuvres with their Savant at a nearly
power requiring a Full Action instead takes instinctual level.
a Half Action, and one that would normally
be a Half Action instead manifests as a Free As long as their Comrade is in Cohesion, a
Action. They can still only manifest one Savant with this upgrade gets a +5 bonus to
power per Turn, any all powers manifested all Dodge, Parry and Awareness Tests on
this way automatically generate Psychic any turn where they have not manifested
Phenomena with a +20 on the roll. any powers.

Psychic Corona
Type: Full Action
Cost: 300xp
The psychological effect of a combat
psyker, especially against foes unfamiliar
with warp magic, cannot be
underestimated, and many Savants are quick
to exploit this.

As a Full Action, a Savant can concentrate


their abilities in a showy display about their
allies designed to rally friends and terrify
foes. They must make a Difficult (-10)
Willpower Test. If they fail, they take 1
point of Fatigue. If they succeed, all allies

Rating gain the Fear (x) Trait, where X is 1


+ 1 for every 3 degrees of success the Savant
scored on their test. This effect lasts for a

61
Psykana Scholar combatants- while they can still bring to
Emperor has buried all the secrets of bear their psychic might, it is their insights
Mankind in the depths of the great unexplored into any number of strange and obscure
realm of the subconscious- if knowledge is indeed topics that make them most valuable. As
power, then are we, the thinkers, not the most they are generally expected to be
noncombatants, most Scholars are issued
-excerpt from the Librium Mnemonicae fairly heavy defensive gear, and a copy of
the Librium Mnemonicae, a text
Though it is most famed as the trainer and developped by the Psykana which is
overseer of the Sanctioned Psykers, designed to put the reader into a meditative
Astropaths and various other official warp- mindset to better recall information.
manipulating Prerequisite
individuals Speciality:
used by the Sanctioned
Imperium of Psyker
Man, the New
Adeptus Aptitudes:
Astra Intelligence,
Telepathica Knowledge,
is also to a Perception,
large degree Psyker,
a research Willpower,
institution. Defence
Charged New Talents:
with the Either Total
study of all Recall and
things related to the human mind, from Polyglot or Foresight
simple psychology to the biological Specialist Equipment: Hexagrammatic Robes,
functions of psychic manifestation, the Librium Mnemonicae, Poor-Quality
Scholars of the Psykana can be found at Refractor Field, Psy Focus
work all across the Imperium. Most Specialist Advances:
Scholars are trained from a young age,
selected from those Sanctionites who Palace of the Mind
demonstrate a particular gift for study and Type: Order (Full Action)
classical instruction, but more Cost: 200 xp
conventionally-trained veteran psykers who
have been in the right place at the right mind has been shaped by training or habit
time, or who have picked up useful into an intricate maze of imaginary
knowledge in the course of their duties may
be field-promoted to the role of Scholar. arranged data. The Scholar can have their
Their role on the battlefields of Ixaniad comrade recite a series of predetermined
and Calixis is firmly in support of code-phrases that will lock the Scholar into

62
their Mind Palace, deadening their senses Scholar can end their projection as a Full
but greatly increasing their capacity for Action.
recall.
This ability is incredibly draining: it only
A Comrade in cohesion can recite the code lasts for a number of minutes equal to the
words as a Full Action, causing the Scholar inflicts 1d5-1
to enter the Palace for any length of time- levels of Fatigue when ended, and can only
while they are in their Palace they recieve a
+20 bonus to all Intelligence, Toughness body is injured while they are engaged in a
and Willpower-based Tests, but a -20 to all Temporal Projection, the projection is
Agility, Strength and Perception-based immediately returned to their body and
Tests. A Scholar who is in their Palace can they take 1d10 points of Insanity in addition
only make half-action moves until they to the damage of the attack.
leave the Palace. Leaving the Palace
requires a Full Action as they slowly come Dark Secret
back to their senses. Type: Half Action
Cost: 500xp
Temporal Projection The Scholar can look deep within
Type: Full Action themselves and beyond, pulling free arcane
Cost: 500xp knowledge from the depths of their
The Scholar can temporarily transcend subconscious, or even the Warp, and use
their physical form, letting their mind drift their own powers to use it against their
through the physical world unhindered by enemies.
ordinary threats.
Once per Combat, a Scholar
Creating a temporal may make a Hard (-20)
projection requires a Intelligence Test and
Difficult (-10) Willpower designate a single enemy
Test and a minute of target- if the Test succeeds,
meditation, upon which that target loses the benefits
of a single positive Trait, as
treated as Helpless. The selected by the Scholar, for
temporal projection has all the duration of the combat.
the same stats as the If the Scholar fails the Test
Scholar, but has the Phase by more than one degree,
trait. The Scholar can use they take 1d5+1 points of
their psychic powers while Insanity and a number of
they are Phased, but their points of Fatigue equal to
Psy Rating is reduced to 2 their Degrees of Failure, as
and their powers always they dredge up knowledge
trigger Psychic they were perhaps not
Phenomena. At any time, a meant to know.

63
Raider
Storm Tactics
- Type: Passive
Light Infantry Regiment Cost: 300xp
Raiders have the importance of high-speed,
Though the tank , skimmer and drop pod low-drag shock warfare drilled in to them,
have long proved their worth in breaking and are more than willing to encourage
the stalemate of trench warfare, the their comrades-in-arms to match them. The
Imperium often finds itself in situations
where even such technologies cannot crack by 2 meters. All allies within a 5-meter
enemy positions. It is for these desperate radius of the Raider increase their
attacks against heavily entrenched positions movement speed by 1 meter and gain a +2
that the Tempestus Raiders were created. to all Initiative tests.
These elite storm forces forgo many of the
heavy weapons of their more conventional Terror Weapons
kin for a focus on mobility, grenades, and Type: Passive
hand-to-hand combat. They rapidly pass Cost: 500xp
through enemy trench lines, sowing havoc Though their tactics focus primarily on
and softening the defences to prepare for light weaponry, the Raiders are no
subsequent attacks. Casualty rates among strangers to the devastating psychological
Raider units are naturally staggering, but effects of good, old-fashioned shock and
those few who can survive are some of the awe.
most terrifying close-quarters fighters the
Imperial Guard can muster. Before each mission, a Raider may choose
any two of the following bonuses. They last
Training Raiders is a long and arduous for the duration of the mission.
process, and thus their numbers are • They automatically score two extra
stretched precariously thin, but even the Degrees of Success on Full-Auto
presence of one on a trench line can turn a Bursts with ranged weapons.
grinding war of attrition back into a • When they do damage with a
winnable war of mobility. weapon with the Flame quality, the
difficulty of the test to resist
Prerequisite Speciality: Stormtrooper catching fire is increased to -20.
New Aptitudes: Agility, Weapon Skill, • All of their ranged attacks at Short
Fieldcraft, Finesse, Offence, Willpower distances or closer gain +2
New Talents: Either Trench Raider and Penetration.
Evasive or Hip Shooting or Swift Attack • When making attacks with
Specialist Equipment: Best-Craftsmanship grenades, they may increase or
Mono Warknife or Best-Craftsmanship decrease their Blast radius by 1.
Shock Maul, 2 x Concussion Grenade, 1 x • Whenever they score more than
Krak Grenade, Stormtrooper Carapace three Degrees of Success on a melee
Specialist Advances:

64
Crippling (2).
• Their melee attacks gain the
Infiltrator quality.

65
Racketeer toughness and a willingness to do some
nts bodywork, as many criminal gangs demand
of gangsterism, sixteen counts of smuggling
contraband, four counts of moonshining, two new members.
counts of assault on a superior officer, one count of
Prerequisite Speciality: Sutler
-Excerpt from a Bellagian court martial New Aptitudes: Strength, Weapon Skill,
Social, Offense, Fieldcraft, Perception,
Few in the Commissariat would ever care to Knowledge
admit it, but the Imperial Guard, especially New Talents: Either Peer (Underworld) and
those regiments drawn from more Pugilist or Ratling Requisitions or
lawless worlds, is rife with an Sudden Strike
undercurrent of organized crime. On Specialist Equipment: Hot-shot
those planets whose regiments have Laspistol or Good-Craftsmanship
fixed terms of service, gang members Shotgun with Sawn-Off
often deliberately join the Guard Customization, Good-
for paid military training, and Craftsmanship Mono
having ex-Guard enforcers in Trench Dagger or Good-
the ranks is seen as a sign of Craftsmanship Bellagian
quality for any respectable Cosh
mobster. Guard connections Specialist Advances:
can open up a whole new
galaxy of contraband The Battlefield is
smuggling, arms trading, Yours:
drug dealing, and any one Type: Passive
of a limitless number of Cost: 300xp
criminal pursuits. Keeping your hands
clean is a vitally
It is only natural that such important part of any
corruption and venality
would also spread to the Rackereers who
Munitorum, and Sutlers, frequent the Imperial
as individuals already Guard know that
responsible for the ebb
and flow of wealth and to make a mess in
goods into a regiment, defense of your
often find themselves interests. When a
actively or Racketeer enters
unintentionally Overwatch, they may
collaborating with the designated a single one-
criminal element. Such work handed melee weapon in
demands an element of physical their inventory. If they are

66
the target of an enemy melee attack while others. Any character (including the
in Overwatch, the Racketeer may make a Racketeer) who is accompanied by or in
single standard melee attack against that
target before the enemy resolves their Comrades gains the effects of the Peer
(Underworld) Talent, or loses the negative
kills, stuns or otherwise prevents the enemy effects of the Enemy (Underworld) Talent
from completing their attack, the if they had it.
Racketeer does not leave Overwatch. If the
enemy attack succeeds and does damage,
the Racketeer leaves Overwatch. Alternate Takes on the Racketeer

Goons: play a Racketeer, but your campaign


Type: Passive
Cost: 200xp much messing around with the
Few truly profitable crimes can be done criminal elements underlying the
without backup, or a little bit of muscle. Guard. A hyper-religious Shrine
The Racketeer gains a Comrade. This World regiment, for instance, might
ability can be purchased twice. not have much to do with organized
crime, nor would a regiment of elite
Stormtroopers working directly
Cost: 200xp under the command of an Imperial
Dumb muscle is dumb muscle no matter general.
where you go in the galaxy- the wrong sort
of people hanging around can often If you find that the Racketeer
convince where open threats fail. The
campaign, but still want to play one,
to Weapon Skill and Intimidate Tests while simply refluff them. When switching
they are in Cohesion. This bonus does not Specialties to Racketeer, change all
stack. If the Racketeer has two Comrades, the mentions of Peer or Enemy
any character both Comrades are in (Underworld) in their abilities to a
Cohesion with (or direct line of sight of), single other group. A Racketeer with
also gains a +5 bonus to Logistics Tests. Peer (Mechanicus) might be an
enforcer or strongman for a Forge
Friends in Low Places ion, say, while
Type: Passive Peer (Navigators) might represent a
Cost: 200xp high-level bodyguard for a member
The criminal underworld is a social world, of the Nobilite.
where connections are just as important as
talent. If you served with the right people, As long as the character still makes
or know people who served with the right
people, you can gain access to circles of the limit!
influence that might otherwise be barred to

67
Scrounger its salt knows, and relies upon, someone
like a Scrounger.

-Sutler Dyomin, Katyushan 13th Prerequisite Speciality: Sutler


New Aptitudes: Intelligence, Agility, Tech,
Defence, Fieldcraft, Perception,
item Knowledge
ones, and theft is not necessarily New Talents: Either Modify Payload and
tantamount to theft of something useful. Initiated Maintenance or Battlefield
When you need something that just works, Techwright or Armour-Monger
you call on a Scrounger. These more Specialist Equipment: Auspex, Lascutter,
technically-minded members of the Combi-tool
Munitorum are heavily proscribed by the Specialist Advances:
Mechanicus, and for good
reason. Their task, in no Whatever Works:
uncertain terms, is to comb Type: Passive
the battlefield for anything Cost: 200xp
of use left on bodies or On the battlefields of the 41st
abandonned by soldiers, millenium, there are as many types of
and make sure it ends weapons as there are stars in the sky,
up back in the and a Scrounger has sampled the
regimental supply martial delights of a surprising
chain. number of them.

The practical upshot A Scrounger reduces the


of this, of course, is penalties of using any weapon
that Scroungers often they are not Trained on by
have to heavily tinker an amount equal to 10
with or modify what plus their
they scavenge to keep Intelligence
it working, and have Bonus. Any ally
no scruples about within a radius
stealing xeno or equal to the
heretical equipment if
it will make them a Fellowship Bonus
few Thrones. reduces the penalties by 5.
Though what they
dredge up is often Hands Off:
as unpredictable as Type: Passive
the tides of war Cost: 500xp
itself, every Competition for salvage
regiment worth is fierce, and on those

68
battlefronts populated by Alternate Takes on the Scrounger permanent harm to
multiple regiments with an Scroungers as a Specialty obviously precious, precious
inclination for scavenging machinery. The
Mechanicus-themed parties, given Munitorum knows the
matter of life and death. that most of their role involves what Mechanicus knows,
is essentially mild tech-heresy. too.

Squad owns an item of A Scrounger with this


Very Rare Availability or much sense, consider presenting the ability gains a +10 to
higher, the Scrounger and Scrounger as a Cyber Seer or Decieve tests against
the entire Squad gains a +5 Technomancer, those members of members of the
bonus to all Overwatch the Mechanicus charged with Adeptus Mechanicus,
attacks. This bonus cataloguing and recording data on and increases the
increases by +5 for each all manner of weapons, equipment difficulty of Sleight of
step in rarity above Rare and tactics. Hand tests against
that applies to an item themselves by -10.
owned by a party member. For example, if
the party owned an Extremely Rare item, Catch!:
the bonus would be +10, Near Unique Cost: 300xp
would be +15, etc. Sutlers are known for carrying around a
bizarre miscellany in their deep pockets (see
It Was Like That When I Found It: what I did there?), but Scroungers up the
Type: Passive ante even further.
Cost: 200xp
The Mechanicus knows that the A number of times a day equal to half the
Munitorum is always seeking to cut corners
and shave off costs, even at the cost of Scrounger can grab something vaguely
grenade-shaped from
Table 3: Scrounger Grenades
their pocket and throw it
d10 Grenade Location Effect
1 A Rock! - 1 + STR Impact damage at an enemy as a Half
2 Photon Flash Core, 183 - Action. This functions a
3 Frag Core, 183 - standard thrown grenade
4 Krak Core, 183 - attack, except what the
5 Fire Bomb Core, 182 -
grenade actually is is not
6 Concussion Vol 3, 28 -
Grenade generated until the
7 Stun Core, 184 - attack (and any scatter,
8 Pocket Sand! - Blast (2), affected targets must test misfires, etc) have
Toughness or be Blinded for 1d5 already been rolled.
rounds
Generate a grenade from
9 Black Vol 3, 28 -
Promethium Table 3.
Canister
10 Hallucinogen Core, 182 -

69
Signifier
nt, Piper Laidlaw
stood on the battlement, and played his company
forward. The effect of his splendid example was
immediate; the men, taking heart, charged and

-Praetorian Guard Order of the Lion


Citation

All regiments make use of Signifiers in


some form or another, though few bear the
name and many are unofficial positions.
Signifiers are simply those soldiers who
have as their duty maintaining the morale
of and inspiring their allies. They are not
official morale officers like Commissars,
but they are those regimental musicians,
standard-bearers, and icon-holders whose
very presence uplifts those suffering
soldiers around them.

Signifiers often lead from the front, but Cadian standard-bearers, with the large flags traditional to their world.
their role is less combative and more the highest possible standards of discipline
supportive- whether they are guiding and regimental culture, and instill that same
troops by holding high some symbolic standard in their comrades.
banner or totem, or causing the enemy to
quake in their positions with a blare of Prerequisite Speciality: Any Guardsman
menacing music, or even soothing the New Aptitudes: Leadership, Willpower,
fevered brow of the wounded with some Defense, Strength, Fieldcraft, Toughness
familiar memory of home, all find their New Talents: Either Leap Up and Radiant
home in combat. Some regiments deploy Presence or Formidable
full bands of Signifiers into combat, while Specialist Equipment: Good-Quality Accatran
others will assign troops to escort Heavy Laspistol or Best-Quality Hand
reliquaries or important objects. Their roles Cannon or Best-Quality Chainsword,
are as diverse and varied as the regiments Regimental Instrument or Regimental
they serve with. Standard
Comrade Advances:
Off the battlefield, many Signifiers end up
as the organizers for regimental events such Bawdy Marching Song
as parades and demonstrations- as the Type: Order (Half Action)
Cost: 200 xp
traditions, they are expected to maintain

70
The Signifier can order his Comrade to allies to rally around the Standard and
play a lively, if somewhat obscene, folk defend it against all comers. For the next
song that encourages others nearby to 1d5 rounds, the Signifier and all allied
move quickly and watch their footing. Until characters within a number of meters equal
to his Fellowship bonus gain the Unnatural
in earshot count their Agility Bonus as Toughness (X) Trait, where X is half the
being 1 higher for the purposes of
determining movement. down.

Rousing Quickstep
Type: Order (Full Action)
Cost: 400 xp
As long as the Signifier and his Comrade
are in cohesion, they can play an ancient
and long-remembered tune from their
homeworld that inspires even the war-
weary and injured to fight on with
renewed vigour. The Signifier makes a
Hard (-20) Perform Test. If it succeeds,
all allies within earshot can ignore the
effects of their first point of Fatigue for
the remainder of the combat. If it
succeeds by more than 2 Degrees of
Success, all allies within earshot can reroll
one failed Test per round for the
remainder of combat.

Type: Passive
Cost: 300xp
If the Signifier is engaged in melee, all
allies within 20 meters of him and his

location, gain the Hatred talent against


whatever type of enemy is currently
attacking the Signifier.
Piper D.L. Laidlaw, Praetorian Guard XXIVth Regiment
Hold Fast!
Type: Order (Full Action)
Cost: 400 xp
While in Cohesion, the Signifier and his
Comrade can, as a Half Action, order his

71
Commissar Advanced Specialties Specialty through certain in-game actions,
as detailed below.
win. A great Commissar can stare down a
Commissar-Captain
-Apocryphal
-Commissar-Captain B.B.M.H.I.H.N
Commissars are exceptional individuals, but Macedon, Plothian Crusaders
generally undergo very similar training,
with little variance from Schola Progenium The twin rank of Commissar-Captain is a
to Schola Progenium. Further, they are less rare one, generally held by senior
likely to go through the many battlefield commissars or those who have taken on a
roles seen by common soldiers of officers- more administrative role in their regiment.
A Commissar-Captain is charged with
Advanced supervising the regular
Specialties Commissars of a regiment,
functions a but also has a direct hand
little in tactical planning and
differently. operations- they are just as
These are less much of a battlefield
aspects of leader as their regular
training or contemporaries, but their
doctrine, and wealth of knowledge
more the makes them somewhat
direction a more valuable supporting
combat than engaged in it.
career takes
within their Prerequisite Speciality:
regiment, Commissar
whether they Prerequisite: Character must
become heroic have spent significant
leaders from amounts of time
the front, cooperating with the upper
master leadership of their
manipulators, regiments, and have
or terrifying survived at least one major
spectres of Imperial campaign
imperial New Aptitudes: Fellowship,
orthodoxy. A Weapon Skill, Perception,
Commissar can only switch Specialties Leadership, Social, Fieldcraft, Finesse
once, and their choice is permanent. New Talents: Heroic Inspiration, Combat
Sense and Inspire Wrath or Foresight

72
Specialist Equipment: Best-Craftsmanship enemies or allies within hearing range equal
Command Baton or Good-Craftsmanship to his Strength Bonus to make an Opposed
Mono Chainsword or Good-Craftsmanship Challenging (+0) Willpower Test versus the
Power Sword, Good-Craftsmanship Commissar-Captains's Command Skill.
or Good- Every Degree of Success causes each enemy
Craftsmanship Bolt Pistol, Carapace to take 1 level of Fatigue. With 5 Degrees of
Breastplate Success, enemies are stunned for 1 round,
the force of the rebuke halting them in
Specialist Advances: their tracks.

Velvet Glove Allies affected must make a Hard (-20)


Type: Passive Willpower Test, with +10 per degree of
Cost: 300xp success achieved by the Commissar-
Long service has lead the Commissar- Captain. On a Success, they ignore the
Captain to discover that sometimes a soft effects of fatigue and fear until the end of
touch is required to dig out the roots of the encounter.
corruption, allowing it to be
crushed by the Iron Fist of Imperial
Justice.

Before attempting an Interaction


Skill Test, the Commissar-Captain
can attempt a Difficult (-10) Charm
check as a Free Action to soften the
target/targets up, playing off their
expectations to lower their guard.
Every 2 Degrees of Success lower
the Difficulty of the following
check by 1 step.

Castigating Shout
Type: Full Action
Cost: 500xp
The Commissar-Captain has
embraced his role on the battlefield
as a force of morale, his booming
curses and inspiring oaths doing
much to reinvigorate his allies and
shatter the will of his enemies.

As a full Action, a Commissar-


Captain may force a number of

73
Hero of the Imperium Paragon of Might
Type: Passive
Cost: 500xp
-Commissar Ciaphas Cain (Attributed) Legends of the deeds of this Commissar
have spread, and much like The Defender
Daniel Sterne. Ibram Gaunt. Conrad of the Imperium Ciaphas Cain, even the
Raege. Ciaphas Cain. Johnathan Fuklaw. enemies of the Imperium have begun to
These are the names of some of the recognize tales of him.
s, brave
men and women who have spat defiance The Hero of the Imperium gains +20 on
into the jaws of the enemies of Mankind Interaction tests with the common citizenry
time and time again and lived to tell the of the Imperium, or anyone who might
tale. The title of Hero of the Imperium can view him in a positive light, and a -20 to
be awarded to any Imperial citizen, but its attempt to influence the enemies of the
most famous recipients are often of the Imperium in a positive manner. While in
Commissariat, a fact which has sometimes combat, the Hero of the Imperium is
earned the medal the disparaging title of considered to have a Fear Rating of 1,
provided they have not suffered any
doubt the incredible benefits towards Critical Wounds.
morale a decorated Hero of the Imperium
can bring to the battlefield, and their Glory to the Emperor!
selflessness and bravery is second to none. Type: Free Action
Cost: 400xp
Prerequisite Speciality: Commissar It is believed that some of the actions of the
Prerequisite: Character must have risked life Hero of the Imperium are actually divinely
and limb in an act of personal heroism that supported by the Emperor of Mankind.
changed the course of a major battle, and While this may not be true, it is obvious
survived. that the Hero of the Imperium seems to
New Aptitudes: Weapon Skill, Offence, draw His focus when fighting the Enemy
Leadership, Finesse, Agility, Fellowship on the battlefield.
New Talents: Berserk Charge, Strength in
the Creed, Unshakable Faith or Tireless When triggering Righteous Fury, the Hero
Specialist Equipment: One Good- of the Imperium may spend a Fate Point. If
Craftsmanship pistol-class ranged weapon he does, Righteous Fury automatically
of Very Rare Availability or more, one confirms, ignores a creature's ability to
Good Craftsmanship one-handed melee ignore it, and he rolls 2d5 instead, picking
weapon of Very Rare availability or more, between either result. This ability may only
Good-Craftsmanship Light Carapace be actived once per combat.
Armor
Specialist Advances:

74
S-Company Commander Craftsmanship Shock Maul or Good-
Craftsmanship Suppression Shield,
Carapace Breastplate, Manacles
-Motto of the Edelweiss 12th Security Specialist Advances:
Company
Security Detail
Few regiments are large enough or Type: Passive
undisciplined enough to require an S- Cost: 350xp
Company, but in those few that do the very The S-Company Commander is given
name inspires almost irrational panic. The command of a squad of Stormtroopers.
S-Company, or Security Company, is a These are most frequently soldiers from
small unit of independent troops answering Terraxia, whose Schola Excubitos is famous
for training Commissars and their
duty of searching out any threats to the assistants, or they may be from some other
internal security of the regiment and world of grim repute.

units on the battlefield who may be on the The Commander gains a Comrade/extra
verge of a total rout. S-Company soldiers Comrade. He can select this advance a
are frequently recruited from other number of times equal to his Fellowship
regiments or from the Stormtroopers of the Bonus. See the Multiple Comrades sidebars
Schola, in order to minimize any ties of in Hammer of the Emperor for more
loyalty they would develop with the details.
unfortunate other members of their
regiment. Few Commissars more directly Blocking Battalion
embody the brutal disciplinarian side of Type: Order (Full Action)
their occupation than the S-Company Cost: 400xp
Commanders. The S-Company Commander orders all his
Comrades to ready their weapons against
Prerequisite Speciality: Commissar the squad, with orders to shoot should
Prerequisite: Character must have succesfully anyone retreat.
rooted out and captured a major traitor to
the regimental order, or personally rallied a The character making this Order may have
significant number of routing or retreating any number of his Comrades beyond the
soldiers. first within Cohesion use a Full Action to
New Aptitudes: Social, Fellowship, Defense, participate in the Order. As part of this
Toughness, Willpower, Leadership, Order, the character issuing it must make a
Ballistic Skill Difficult (-10) Command Test with +10 for
New Talents: True Grit, Iron Discipline or each Comrade participating in the Order.
Fearless PCs gain +5 to Ballistic Skill Checks per
Specialist Equipment: Good-Craftsmanship Degree of Success on the Command Check
Bolt Pistol with Laser Sight or Best- and +X damage per hit, where X is the
Craftsmanship Sawn-off Shotgun, Good- number of Comrades participating in this

75
Order. The Commander can only use this Toughness, in order to act normally. In
Order once per encounter and must have at addition, should the S-Company
least one Comrade within Cohesion to Commander or a prisoner be about to
enact this Order. suffer a killing blow, as a Free Action, a
Stormtrooper can accept the hit instead, as
Only in Death does Duty End they throw their body in the way. The
Type: Passive Comrade must be in Cohesion with the
Cost: 400xp target of the attack.
The S-Company has the solemn duty of
guarding prisoners deemed either too
dangerous for execution or holding vital
information that must be extracted. As
such, they are expected to throw their lives
down at a moments notice, if need be, to
prevent access to their charge.

If the S-Company Commader fails a


Pinning or Fear check, as a Reaction they
may suffer 1d5 damage, ignoring Armor and

76
Talents, Orders, Skills and Actions New Talents
- The following Talents are purchased as
-Lord Commander Roboute Guilliman standard, and some come with prerequisites.
Several of these talents are homeworld-
The Synerge Cluster fields a bizarre array specific (listed in their Prerequisites),
of troops, all with their own unusual meaning that only a character who is from
combat tactics, customs, and ideas. that planet, or a character who has served
alongside characters from that planet for a
New Skill significant amount of time (at least several
This skill is designed primarily for use by months), for instance, can purchase it
the Signifier Advanced Specialty, but can provided they meet the other prerequisites.
be purchased by any character with access
to a musical instrument or who wishes to If a player really, really, really wants one of
sing. these Talents, let them have it, of course- if
they can justify why their character would
Perform (Fellowship) have such a talent. The GM has the final say
Aptitudes: Social, General on whether or not they might cost extra.
Perform is the ability to play musical
instruments, or carry enough of a tune for Some Talents listed here only have one
your singing to sound musical. While not Aptitude- these are uncommonly powerful
always a useful skill on the battlefield, (some might argue broken) abilities that
musical instruments find their home in require significantly more xp to purchase.
trenches and dugouts across the Galaxy,
whether it be for official ceremonies,
raising morale, or even lulling comrades
to sleep on a quiet night. Musical
performances are often useful as a
tradable service, with many willing to
offer up a tot of service synthol to
someone who can distract them from the
hell of battle, even for a few minutes.
When Perform is used against an
opponent (for instance, when trying to

Opposed Test. Perform is Opposed by


itself.
Skill Use: Full Action for basic music,
Extended Tests for longer pieces

77
Table 4: Tier 1 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Aggressive Action Edelweiss Offence Strength Spend Reactions to gain a
damage bonus
Chterngek Protector Psyker, Katyushan Psyker Fieldcraft Reduce psychic dangers in
snow and ice
Covering Fire BS 35, AG 35 Ballistic Finesse Use Overwatch to disrupt
Skill enemies

Distracting Strike Per 30, BS 30 Offence Perception Distract enemies with


thrown weapons
Evasive AG 35 Agility Defence Gain one-time bonus to
Dodge
Fickle Fortune Bellagian Willpower General Become luckier?
Firebug Weapon Training Willpower Offence Ignore fatigue when using
(Flame) flame weapons
Flak Dodger Tennanlower Agility Defense Avoid anti-aircraft fire
Per 30, BS 30 Offense Perception Deal extra damage to
uncovered enemies
Haze of War Dolcaterran Ballistic Perception Reduce penalties due to
Skill smoke
Hurler STR35 Strength Fieldcraft Throw weapons further
Illogical Target Tech-Use, Dodge, Defence Tech Reduce aim of mechanical
Maniple 931 enemies
Lockdown BS 30, Per 30 Ballistic Leadership Make Pinned enemies
Skill easier to hit

Lone Wolf - Fieldcraft Offence Gain bonuses when


operating solo
Tizherin Stealth, Katyushan Fieldcraft Agility Move stealthily in snow
and ice
Trench Dweller - Fieldcraft Defence Increase protection of
prepared positions
Trench Raider Ag 35 Fieldcraft Offence Move freely in trenches
Illicit Mods Junker Fieldcraft Tech Customize weapons more
Reaction Fire Ag 30, Per 30 Perception Defence Spend Reaction to
Overwatch
Weapon Training - Finesse General Use Blackpowder weapons
(Blackpowder) without penalty

78
Table 5: Tier 2 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
Ante Up Bellagian Willpower General Avoid spending Fate by
gambling
Arbalist BS 35, Per 35, Weapon Training Ballistic Perception Become more effective with
(Low-Tech) Skill crossbows
Arsonist Weapon Training (Flame) Fieldcraft Offence Increase flamer area denial
strength
Bayonet Expertise WS 40, Weapon Training (Chain Weapon Fieldcraft Fight effectively with bayonets
or Low-Tech) Skill
Biggest Booms Tech-Use Fieldcraft Tech Spend Fate for blast damage
Blackpowder Weapon BS 35, WS 35, Weapon Training Ballistic Weapon Use blackpowder weapons in
Expertise (Blackpowder) Skill Skill melee
Caracole Survival, BS 45, Edelweiss Ballistic Fieldcraft Make ranged attacks during
Skill Strike and Fade
Cool Under Pressure Reaction Fire, PER 40 Perception Willpower Spend Fate for deadly
Overwatch
Diving Charge Ag 40, Operate (Aeronautica), Offence Weapon Make flying charge attacks
Tennanlower Skill
Executioner Frenzy or Jaded Offence Strength Do more damage to injured
enemies
Flashfire Flame Weapon Training, Offence Agility Spend Fate for free fire attacks
AG 40
Formidable Iron Jaw, Sound Constitution Toughness Defence Reduce explosion damage
Grazing Fire Deadeye Shot Ballistic Finesse Spend Fate to deal damage on
Skill misses
Indefatigable Evasive, WP 40 Offence Defence Score kills to reduce enemy aim
Launcher Weapon BS 40, Weapon Training Ballistic Toughness Avoid explosive blast damage
Expertise (Launcher) Skill
Low Profile AG 40, T 35 Finesse Defence Improve protection of cover
Open-Air Operations Tennanlower Agility Defence Gain bonuses when fighting
with little protection
Peacekeeper Maniple 931, Fellowship 35 Social Willpower Defuse arguments and conflicts
Ranging Fire BS 40 Ballistic Intelligence Use Indirect Fire to guide allies
Skill
Shadowstep Evasive Agility Defence Character is harder to hit with
Overwatch
Shredder BS 40 Ballistic Offence Damage armour with ranged
Skill attacks
Snap Shot Lightning Reflexes, AG 40 Ballistic Agility Make two Single Attacks per
Skill turn at a penalty
Shockproof Junker, Toughness 35 Toughness Tech Resist negative electrical
effects
Sudden Strike WS 35 Weapon Finesse Deal more damage on first
Skill strike
Trench Veteran Trench Dweller Fieldcraft Defence Improve morale in prepared
positions
Unarmed Style STR 40 or AG 40, Unarmed Strength Finesse Apply special effects to
Warrior unarmed attacks
Yeoman Strength 35, BS 35, Weapon Ballistic
79 Strength Become more effective with
Training (Low-Tech) Skill bows
Table 6: Tier 3 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit
All In Bellagian Willpower General Burn Fate for a risky power attack
Antimaterialist BS 40, Tech-Use +10, Ballistic Offence Destroy reinforced targets
Maniple 931 Skill
Blackpowder Weapon BS 40, WS 40, Blackpowder Ballistic Weapon Increase melee damage of black
Mastery Weapon Expertise Skill Skill powder weapons

Brick Outhouse Bulging Biceps, Strength 50, Strength Toughness Character is ridiculously muscular
Edelweiss

Caustic Jape Intimidate (+10), FEL 40 Social Fellowship Enrage enemies with sick burns
Close and Personal Hip Shooting or Storm of Ballistic - Spend Fate for better point-blank
Iron Skill crits
Driving Skirl Perform Social Offence Terrify enemies with music
Ever Vigilant Cool Under Pressure, PER Perception - Enter Overwatch as a Free Action
50
Explosive - Offence - The next best thing to Exploding
Righteousness Dice
Fire Bomber Weapon Training (Flame), Finesse Offence Cripple vehicles with fire
Tank Hunter
Haplotic Focus WP 50, Strong Minded Psyker Knowledge Specialize in a single psychic
Discipline to the exclusion of all else
Hoist the Colours Command Leadership Strength Rally allies around a planted
Standard
Killer Instinct Hip Shooting, BS 45, AG 45 Offence Agility Character does more crits while Hip
Shooting
Launcher Weapon BS 50, Launcher Weapon Ballistic Toughness Rapidly load launcher ammunition
Mastery Expertise Skill
Plunging Fire Int 40, BS 40 Intelligence Perception Frighten enemies with long-range
fire
Precision Shot Crack Shot Ballistic Perception Spend Fate for crit attack
Skill
Rapid Toss Biggest Booms Agility - Spend Fate to throw fast
Rebellious Pride Junker Offence Willpower Gain free attacks when commanded
Sentinel Cool Under Pressure, BS 50 Defence Finesse Gain extra Overwatch hits
Streltsy of Old BS 40, Weapon Training Ballistic Leadership Inspire allies further with Streltsy
(Low-Tech), Katyushan Skill weapons
Trench Defender Trench Dweller, Trench Fieldcraft Defence Improve accuracy and slow enemies
Veteran in prepared positions
Trick Archery Str 40 or Per 40, Arbalist or Ballistic Finesse Use bows to make trick shots
Yeoman Skill
Unconventional Air of Authority, STR 50 or Leadership General Command using alternate
Leadership WP 50 or Int 50 Characteristics

80
Talent List then roll 1d5. On a roll 0f 1, the character
immediately dies as something terribly
Aggressive Action unlucky happens to them. On a roll of 5, the
Tier: 1 character regains all their Wounds as the
Prerequisites: Edelweiss Character
Aptitudes: Offense, Strength
Edelweiss doctrine teaches offensive tactics Ante Up
on a level that most other soldiers would Tier: 2
find foolish. The Edelweiss, being gigantic Prerequisites: Bellagian Character
hyper- Aptitudes: Willpower, General
particularly mind. Bellagians are just as famous for winning
At the start of every combat turn, this battles by the skin of their teeth, or by
character can spend a Reaction to give outright cheating, as they are for dying
themselves a +2 damage bonus to any horribly within seconds of being deployed.
Attacks this turn. This ability cannot be The key question when fighting alongside
combined with All-Out Attacks or any
other ability that uses a Reaction. When this Character spends a Fate Point,
they may choose to roll a d10. On a roll of 1
All In or 2, the Fate Point is not used, but they
Tier: 3 gain its positive effects. On a roll of 10, the
Prerequisites: Bellagian Character character immediately dies as something
Aptitudes: Willpower, General unlucky happens to them.
The most predictable aspect of the Low
Rollers of Bellagia is their unpredictability.
Their obsession with luck
and fortune can lead them
to take near-suicidal risks,
which sometimes even pay
off.
A character with this
Talent who is suffering
from at least one point of
Critical Damage can spend
a Fate Point to add 3d10
extra damage with the
Proven (4) Quality to a
single melee or ranged
weapon attack. If the
attack succeeds in hitting
an enemy, regardless of
whether or not it does
damage, the character can

81
Antimaterialist troopers of the Synerge Cluster know this
Tier: 3 well, and adjust their weapons accordingly.
Prerequisites: BS 40, Tech-Use +10, Maniple Characters with this Talent increase the
931 Character range of any Flame weapons they wield by
Aptitudes: Ballistic Skill, Offence 10m. When making using the Scorched
The soldiers of Maniple 931 wear many hats, Earth action, any enemies within the area of
in addition to their distinctive blue helmets; effect take a -10 to their Agility Test to not
they are policemen, peacekeepers, and if catch fire.
necessary a heavy demolitions force
prepared to raze the entirety of Niva Bayonet Expertise
Gustav, and every machine on it. Tier: 2
When attacking structures, vehicles, and Prerequisites: Weapon Skill 40, Weapon
enemies with the Machine trait, characters Training (Low-Tech or Chain)
with this Talent increase the damage of all Aptitudes: Weapon Skill, Fieldcraft
of their attacks by 1d10. This extra damage The humble bayonet is an oft-overlooked
can inflict Righteous Fury.
one which makes an effective offensive
Arbalist weapon. A character with this Talent
Tier: 2 wielding a Melee Weapon Attachment,
Prerequisites: Ballistic Skill 35, Perception 35, Chain Weapon Attachment, or Mellow-
Weapon Training (Low-Tech) Pattern Piton Driver treats their melee
Aptitudes: Ballistic Skill, Perception weapon as having a range of 2 meters,
The mighty crossbow is found in nearly all increases its Penetration by 1, and adds
Human cultures- a mechanized, double their Strength bonus to its Damage
industrialized weapon that renders the when Charging.
conventional bow obsolete- with a little
careful aim, anyways. Biggest Booms
Any crossbow-type weapon wielded by a Tier: 2
character with this Talent gains the Razor Prerequisites: Tech-Use
Sharp quality and increases its Penetration Aptitudes: Fieldcraft, Tech
Bakuretsu, Bakuretsu, la la la!
rounded down. This character can spend a Fate Point to
make their weapons with a Blast radius deal
Arsonist Righteous Fury on a roll of 9 or 10 for the
Tier: 2 remainder of combat.
Prerequisites: Weapon Training (Flame)
Aptitudes: Fieldcraft, Offense Blackpowder Weapon Expertise
To truly destroy a fixed structure, it is Tier: 2
necessary to saturate it with flammable Prerequisites: Ballistic Skill 35, Weapons
chemicals, and ensure those chemicals burn Skill 35, Weapon Training (Low-Tech)
for the longest time possible. The flame Aptitudes: Ballistic Skill, Weapon Skill

82
Few Imperial Guard regiments utilize black The Edelweiss sometimes take their
powder weapons, but anyone experienced obsession with physical fitness to a degree
with the ways of pike and shot knows they that beggars belief, resulting in soldiers
are best at extremely close range. who look more like weightlifters than
A character with this Talent can use black combatants. While this seldom provides a
powder or flintlock Basic or Heavy major strategic advantage, the fact of the
weapons to make ranged attacks in melee matter is that most Edelweiss soldiers can
with no bonuses to hit. They gain a +20 to easily tear their enemies limb from limb in
hit in melee with Pistol black powder or close combat.
flintlock weapons. Characters with this Talent gain a +20
bonus to Intimidate Tests, a +20 to
Blackpowder Athletics Tests to lift,
Weapon Mastery move or push heavy
Tier: 3 objects, and the Sturdy
Prerequisites: trait.
Ballistic Skill 40,
Weapons Skill 40, Caracole
Blackpowder Tier: 2
Weapon Expertise Prerequisites: Survival,
Aptitudes: Ballistic Ballistic Skill 45, Edelweiss
Skill, Weapon Skill Character
While musket balls Aptitudes: Ballistic Skill,
are often Fieldcraft
ineffective against heavy armour, many who A common Edelweiss cavalry tactic, the
use them at close ranges know that the flash Caracole involves approaching a target at
of powder and the thunderous discharge of high-speed, then turning broadside to it to
smoke can often stun even the best- discharge a pistol or rifle shot at close
prepared of enemies at short enough range. Though it necessitates careful
ranges. coordination, the effects of a well-executed
A character with this talent who makes a caracole maneuver from Edelweiss
ranged attack with a black powder or dragoons can be devastating.
flintlock weapon at point-blank range or A character with this Talent can choose to
while in melee treats their weapon as having make a single attack with a ranged weapon
the Concussive (2) and Proven (3) Qualities, instead of a melee weapon during a Strike
and increases its Penetration by 2. and Fade mounted action. Successfully
making this attack requires a Difficult (-10)
Brick Outhouse Ballistic Skill Test.
Tier: 3
Prerequisites: Bulging Biceps, Strength 50, Caustic Jape
Edelweiss Character Tier: 3
Aptitudes: Strength, Toughness Prerequisites: Intimidate (+10), Fellowship 40
Aptitudes: Social, Offence

83
This character can, by some spiteful gift of are full of arcane power that can be
mind, break out one-liners that would harnessed.
make the foulest-tempered drill sergeant A Psyker with this Talent can choose to
blush. When deployed on the battlefield, reduce any rolls on the Psychic Phenomena
such wordplay can be a devastating tactical or Perils of the Warp table by -10 while
weapon. As Full Action, this character may manifesting in snow or icy terrain.
pick an enemy within earshot and make an
opposed Challenging (+0) Intimidate vs. Close and Personal
Routine (+10) Willpower Test to taunt Tier: 3
them viciously. The player in question must Prerequisites: Hip Shooting or Storm of Iron
actually insult the enemy, and the GM is Aptitudes: Ballistic Skill
free to modify the difficulty of the Test Though the Commissariat generally frowns
based on the quality of the insult. If the on unbridled savagery on the part of
enemy fails, they must spend their next Imperial Guardsmen, seeing it as the first
Turn sputtering and making weak step on the road to moral contamination, it
comebacks until they become Frenzied. cannot be denied that being close enough
They remain so for the remainder of to see the whites of an
combat or until they are knocked turn the meekest soldier into a whirlwind of
Unconscious. If the target was already death. This character may spend a Fate
Frenzied or already possesses the Frenzy Point to inflict Righteous Fury on a roll of
Talent, they become Frenzied as normal 9-10 for the remainder of combat, but only
save that they will likely take dangerous or when making ranged attacks against
even suicidal risks to get themselves closer enemies at Point-Blank Range. If their
to their target. weapons already activate Righteous fury in
this range, increase the range to 8-10.
If this character has the Heroic Inspiration
Talent, using this ability is a Half Action. Cool Under Pressure
This Talent has no effect on enemies with Tier: 2
the Machine or Bestial Traits, as well as Prerequisites: Reaction Fire, PER 40
enemies who do not understand the Aptitudes: Perception, Willpower
character's language. There is a state of sublime and perfect calm
that exists in the heat of battle, when time
Chterngek Protector seems to slow to a crawl and one can trace
Tier: 1 the lazy path of a lasbolt through the air.
Prerequisites: Psyker, Katyushan Character Few soldiers can call up such focus, but
Aptitudes: Psyker, Fieldcraft those who do are deadly. This character can
The Chterngek are the mysterious entities spend a Fate Point to make all their
that deeply traditionalist Katyushans Overwatch attacks for the remainder of the
believe lurk in the boundaries between the round gain a +10 to hit, and inflict
bright lights of the fire and the inky cold Righteous Fury on a roll of 9 or 10.
darkness of the ice- they can be helpful or
harmful, but the places where they gather

84
Covering Fire they level off at the last possible second,
Tier: 1 transferring their moment into crushing
Prerequisites: BS 35, AG 35 blows against unsuspecting foes. Though
Aptitudes: Ballistic Skill, Finesse incredibly dangerous, the force of an
The Tactica Imperialis teaches that even armoured man and the weight of his
inaccurate, unguided fire can be a useful skyboard can pulverize even well-armoured
tool to make the enemy keep their heads foes.
down. When this character is in Overwatch A character on a Skyboard or other
and attacks an enemy, that enemy takes a - equivalent Flying mount can spend a Full
10 to all their Ballistic and Weapon Skill Action to make a diving charge. They must
tests on their next turn, even if the initial begin their turn at High Altitude, and make
attack didn't hit. a Difficult (-10) Operate (Aeronautica) Test.
If the Test succeeds, they drop to
Distracting Strike Hovering Altitude and may make a single
Tier: 1 melee attack at a +20 bonus against an
Prerequisites: Ballistic Skill 30, Perception 30 enemy target within half their Flying
Aptitudes: Offence, Perception Movement distance. The attack has the
Throwing knives, axes and the like are Concussive (2) and Felling (X) quality,
seldom the tools that win fights, but a where X is the number of degrees of
clever soldier with halfway decent aim can Success they scored on the original Test,
use them to disorient and distract their and increases its Penetration by X. If they
enemies.
Whenever a character with this
Talent attacks a non-vehicle
target with a non-Grenade
Thrown weapon, that target
takes a -10 penalty on all
Ballistic Skill and Weapon Skill
Tests until the end of their next
turn, regardless of whether the
attack hit or not.

Diving Charge
Tier: 2
Prerequisites: Operate
(Aeronautica), Agility 40,
Tennanlower Character
Aptitudes: Offense, Weapon Skill
The signature tactic of the
Tennanlowe Skyboarders is
their swooping combat dives-
rushing full-tilt at the ground,

85
fail the Test by more than 2 degrees, they Few soldiers can keep a level head about
fall off their mount instead. them when running full-tilt, but those who
can make superb point men, spearheading
Driving Skirl an advance while still providing accurate
Tier: 3 covering fire for their allies. When this
Prerequisites: Perform character makes a Full Move, they may
Aptitudes: Social, General immediately enter Overwatch at the end of
Standing firm in the face of oncoming fire their turn as a Free Action. They may only
to play a musical instrument might seem take Single Shots when Overwatching in
counterintuitive on the battlefield, but this way.
those truly inspired regimental musicians
who do manage the task can terrify their Executioner
enemies by their seeming untouchability. Tier: 2
A character with this Talent who is not in Prerequisites: Frenzy or Jaded
Cover can make a Hard (-20) Perform Test Aptitudes: Offence, Strength
as a Half Action. If the test succeeds, they Many more savage or disciplined regiments
count as having the Fear (X) trait, where X teach their soldiers to strike purposefully at
is 0 + 1 for every two Degrees of Success wounded enemies, hammering them down
they scored on the Test. All enemies within with relentless strikes to ruin the morale of
line of sight must make Fear tests as their allies. This character gains a +20 to hit
normal. This ability lasts for a number of any target that has already taken Critical
rounds equal to 1d5+ half of their Damage in this combat.
Willpower Bonus, rounded up, but the
character must remain out of cover and Explosive Righteousness
devote all of their non-movement actions Tier: 3
to continue playing for the duration. Aptitudes: Offence
Sometimes things happen on the battlefield
Evasive which simply cannot be explained
Tier: 1 rationally. The Emperor provides.
Prerequisites: AG 35 This character's Righteous Fury attacks
Aptitudes: Agility, Defense also do 1 Wound of damage, ignoring
Lighter-armoured regiments will Armour and Toughness, for every living
frequently teach their soldiers movement enemy within 2 meters of them, to a
patterns designed to minimize their maximum of 4. If this bonus damage would
exposure to enemy fire on the battlefield. inflict Critical Wounds, resolve whichever
This character gains a +20 bonus to their Critical Damage effect is higher on the
first Dodge test each combat. relevant Critical Table.

Ever Vigilant Fickle Fortune


Tier: 3 Tier: 1
Prerequisites: Cool Under Pressure, PER 50 Prerequisites: Bellagian Character
Aptitudes: Perception Aptitudes: Willpower, General

86
The peculiar luck of the Bellagians is effects of their first level of Fatigue and
renowned across the Synerge Cluster, gains a +1 bonus to the damage of their first
though some are luckier, and indeed successful Flamer attack each combat.
unluckier, than most.
A character with this Talent gains one extra Flak Dodger
Degree of Success on all successful Tests, Tier: 1
and one extra Degree of Failure on all Prerequisites: Tennanlower Character
failed Tests. Aptitudes: Agility, Defence
As first-wave assault troops, and airborne
Fire Bomber first-wave assault troops, Tennanlower
Tier: 3 soldiers frequently find themselves under
Prerequisites: Weapon Training (Flame), fire from enemy heavy weapons, especially
Tank Hunter anti-aircraft guns. They train heavily to be
Aptitudes: Finesse, Offence able to avoid such weapons as a result.
Hunting armoured vehicles with flame A character with this Talent gains a +10
weapons is a difficult art- it requires exact bonus to Dodge vehicle weapons, and a +15
bonus to Dodge weapons on Vehicles with
points, but also of what if any components, the Anti-Air Trait(s). These bonuses do not
especially motive, are air-breathing and stack.
thus vulnerable to flame.
When a character with this Talent makes an
attack with a Flame weapon against a
vehicle, their attack is automatically treated

resulting attack does damage, the target


must automatically roll 1d5 on the Motive
Systems Critical Hit Table as burning fuel
spills into its engines.

Firebug
Tier: 1
Prerequisites: Weapon Training (Flame)
Aptitudes: Willpower, Offense
Though the Incinerants of the Ministorum
are the most famous flamer-users of the
Spinward Front, there are no shortage of
flame troopers who are just as devoted to
their scorching weapons. These so-called
Art from here.
the crackling of the flames.
A character with this Talent equipped with
a Flame weapon ignores the negative

87
Flashfire
Tier: 2 Grazing Fire
Prerequisites: Flame Weapon Training, AG Tier: 2
40 Prerequisites: Deadeye Shot
Aptitudes: Offence, Agility Aptitudes: Ballistic Skill, Finesse
The wise marksman knows that even
you might as well do it as quickly as missing a shot can provide a tactical
possible, so you can proceed to setting advantage, showering an enemy with
something else on fire with minimum fuss. splinters or destroying their cover. This
A character with this Talent can spend a character may spend a Fate Point to make
Fate point to make a single attack with a missed shots against enemies still inflict
weapon with the Flame quality as a free 1d5+1 Impact damage at Penetration 0 for
action, at any point in the turn order. This the remainder of combat.
attack, which can only be activated once per
Round, gains the Inaccurate quality, or Haplotic Focus
grants enemies a +10 on tests to dodge it if Tier: 3
it has the Spray quality. Prerequisites: WP 50, Strong Minded
Aptitudes: Psyker, Knowledge
Formidable The long-dead Collegia Haplotica of
Tier: 2 Tennanlowe taught psykers a dangerously
Prerequisites: Iron Jaw, Sound Constitution powerful induced monomania, the Way of
Aptitudes: Toughness, Defence the Haplotist, which allowed devotees to
Though the human body can never truly deliberately cast aside most of their psychic
adapt to the intense pressure, heat and
vibration shocks of
explosions, any
experienced demolition
or artillery trooper
becomes somewhat
accustomed to such harsh
conditions.
When this character takes
damage from a weapon
with the Blast Quality,
they halve the number of
Wounds of damage they
receive after accounting
for armour and
Toughness, rounding up.

88
talent in exchange for massive raw power By finding a suitable spot to plant a banner
within the confines of a single Discipline. or symbol of their regiment, soldiers and
officers claim a spot of land as their own,
When purchasing this Talent, select a single and those near the banner often find
Psychic Discipline for which the character themselves caught up in the struggle often
knows at least 3 Powers. So long as they are find themselves giving their all to prove the
casting Powers from this Discipline, they standard-bearers right.
gain a +10 to any tests to manifest at the As a Full Action, a character and his
Fettered level, and can treat their maximum Comrade in cohesion can plant their
Push Psy Rating as being 1 higher than Regimental Standard, defying the enemy to
usual. In addition, when manifesting Push come and take it. All allies within 10 x the
powers at Psy Ratings of +1 or +2 above
their Unfettered level, they generate +10 to any Test of their choice each round,
Psychic Phenomena as if they were and treat their Toughness Bonus as being 2
manifesting at the Unfettered level. When steps higher for the purposes of resisting
this talent is purchased, the character damage so long as the planted character
becomes unable to learn any new does not move or Dodge.
techniques from Disciplines other than
their chosen Discipline, and if they already Hunter's Instincts
have powers from other Disciplines, they Tier: 1
can only be cast with an effective Psy Prerequisites: Per 30, BS 30
Rating of 1. Casting powers from other Aptitudes: Offense, Perception
Disciplines automatically generates Psychic Far too frequently, Guardsmen find
Phenomena. themselves facing off against brutishly
large enemies, or targets so huge and tough
Haze of War that the idea of taking cover is laughable. In
Tier: 1 such cases, a calm eye for weak points can
Prerequisites: Dolcaterran Character do surprising damage. This character's
Aptitudes: Ballistic Skill, Perception ranged attacks against enemies who are not
To fight with black powder weapons is to in cover deal 2 extra damage.
fight in thick clouds of smoke, and the most
experienced Dolcaterran musketmen Hurler
develop an uncanny ability for locating Tier: 1
their enemies even in poor visibility. Prerequisies: STR 35
Characters with this Talent gain a +10 Aptitudes: Strength, Fieldcraft
bonus to hit targets concealed by smoke, Though a mortar is often the best way to
fog, mist or darkness. get small, targeted explosives downrange,
many regiments whose combat tactics
Hoist the Colours emphasize offensive grenade use will
Tier: 3 further train the throwing arms of their
Prerequisites: Command tallest and strongest soldiers. This character
Aptitudes: Leadership, Strength treats their Strength Bonus as being 2

89
higher for the purposes of determining The Tactica Imperialis notes that skilled
thrown weapon range. but unseasoned warriors stop and glory in
their small victories, denying themselves
Illicit Mods mobility and the advantage. A real veteran
Tier: 1 keeps their momentum up at all times.
Prerequisites: Junker Character When this character scores a kill during
Aptitudes: Fieldcraft, Tech their turn, the first attack directed against
Given the tense relations between the them before the start of their next turn
Nivan Junkers and the Adeptus receives a -30 penalty.
Mechanicus, it is unsurprising that they
have few compunctions about making extra Killer Instinct
modifications to their equipment. Tier: 3
Characters with this Talent count Poor- Prerequisite: Hip Shooting, BS 45, AG 45
Craftsmanship weapons they have Aptitudes: Offence, Agility
customized as being Common Rational logic dictates that firing randomly
Craftsmanship, and may add one extra from the hip should not be an effective
Customization to all weapons. tactic, but some characters manage to make
it work by sheer aggressiveness. After
Illogical Target activating the Hip Shooting Talent, this
Tier: 1 character's weapons deal Righteous Fury
Prerequisites: Tech-Use, Dodge, Maniple on a roll of 9 or 10 for the duration of their
931 Character Turn.
Aptitudes: Defense, Tech
Though it has not been bloodied against Launcher Weapon Expertise
Tier: 2
foes, the troopers of Maniple 931 have a Prerequisites: Ballistic Skill 40, Weapon
great deal of experience fighting machines Training (Launcher)
and insane servitors. They have come to Aptitudes: Ballistic Skill, Toughness
instinctively recognize the targeting One of the first things a good explosive
patterns and algorithms that govern these weapons trooper learns is how to not kill
themselves and their allies with the back
move in such a way as to provide a difficult blast. When this character attacks with a
target.
Enemies with the Machine trait that
attempt to attack this character receive a -
10 to any Ballistic or Weapon Skill Test
used to make the attack.

Indefatigable
Tier: 2
Prerequisites: Evasive, WP 40
Aptitudes: Offence, Defence

90
Launcher or Explosive weapon and would more than 10m away from any allied
accidentally damage themselves or an ally character, including their Comrade if they
with it, they and their allies gain a +20 have one.
bonus to their Dodge rolls to avoid damage.
Launcher Weapon Mastery Low Profile
Tier: 3 Tier: 2
Prerequisites: Ballistic Skill 50, Launcher Prerequisites: AG 30, T 30
Weapon Expertise Aptitudes: Finesse, Defence
Aptitudes: Ballistic Skill, Toughness Effective city-fighting requires relearning
The other great vulnerability of the how to move- not just keeping your head
Launcher, whatever the kind, is the down, but making every possible piece of
difficulty of handling and loading environmental protection work as hard as
ammunition. Once per combat, a character possible for you. This character increases
with this Talent and their Comrade in the effective AP of any cover they might be
Cohesion can immediately load a single occupying by 4.
round into their Launcher weapon as a
Reaction. Open-Air Operations
Tier: 2
Lockdown Prerequisites: Tennanlower Character
Tier: 1 Aptitudes: Agility, Defence
Prerequisites: BS 30, Per 30 Tennanlowe Skyboarder tactics transition
Aptitudes: Ballistic Skill, Leadership from high-mobility offence to static
One of the real advantages of suppressive defence when they make landfall, and their
or tracer fire is that it gives allied troops combat training emphasises fire evasion and
something to aim towards, while at the same tactical repositioning in order to maximize
time keeping their target immobile and the amount of time they can hold out. A
making them an easier target. This character with this Talent who is wearing
character's allies gain a +10 to hit any target Armour with a maximum AP value of 3 or
that is Pinned as a result of this character's less gains a +10 to all Dodge Tests when
attacks or abilities. they are not in Cover, and can ignore the
negative effects of rough or difficult terrain
Lone Wolf for a number of turns per combat equal to
Tier: 1 their Agility Bonus.
Aptitudes: Fieldcraft, Offense
Imperial Guardsmen should always stick Peacekeeper
Tier: 2
regiment- Prerequisites: Fellowship 35, Maniple 931
too cool for everyone else. Sometimes they Character
may be justified, but more often than not Aptitudes: Social, Willpower
such overconfidence will be their undoing. Even the lowest-ranking soldiers from
This character gains a +5 to Agility and Maniple 931 are used to confrontations and
Ballistic Skill-based Tests when they are constant arguments, and many from the

91
regiment have by necessity become Prerequisites: Biggest Booms
excellent at conflict resolution. Characters Aptitude: Agility
with this Talent gain a +20 to any Few Imperial sports are as
Fellowship-based test used to resolve underappreciated as the ancient, venerated
arguments, calm down a crowd, or prevent a game of reflex, precision and judgement
fight from breaking out. known as calidum tuberculum. Played most
frequently by the young, it requires fast
Plunging Fire
Tier: 3 limits, and superb hand-eye coordination.
Prerequisites: Intelligence 40, Ballistic Skill Those tuberculum masters who find
40 themselves in the Imperial Guard can often
Aptitudes: Intelligence, Perception put their skills to good use. This character
Over a long enough distance, even a near- may spend a Fate Point to attack with a
miss shot can be enough to startle or panic
an enemy. If the shot actually hits, well-
tha
A character with this Talent can fire a near-
miss shot with a non-Blast Quality weapon

target must now make a Challenging (+0)


Fear Test. Additionally, the weapon firer
makes a Punishing (-50) Ballistics Test- if it
succeeds, the target also takes damage as
normal. Performing Plunging Fire requires
a Full-Round Action.

Precision Shot
Tier: 3
Prerequisites: Crack Shot
Aptitudes: Ballistic Skill, Perception
A good sniper boasts that they can shoot
the wing off a fly at 200 paces. A great
sniper can shoot the good sniper while
This character may
spend a Fate Point to make their next
ranged attack inflict Righteous Fury on a
roll of 6-10. They cannot spend Fate Points
to reroll the attack if it misses. single Thrown weapon as a Free Action.
They cannot attack with any other Thrown
Rapid Toss Weapons on the turn this ability is
Tier: 3 activated.

92
Prerequisites: Junker character
Aptitudes: Offence, Willpower
The Nivan Junkers are bitterly, violently
independent, and violent power struggles
Ranging Fire are not unknown in their society. When in
Tier: 2 combat, they will often wilfully ignore
Prerequisites: Ballistic Skill 40 orders, for their personal pride more than
Aptitudes: Ballistic Skill, Intelligence anything.
Any good Imperial mortar team knows that Whenever an allied character in earshot fails
they are not operating in a vacuum- as a Command, Charm or Intimidate Test,
spotters feed information to them, they can this character may make a single Attack
field detailed targeting information back to Action as a Free Action. This attack cannot
the spotters, ensuring more accurate fire at trigger Righteous Fury, and this ability
long ranges. When a character with this may only be activated once per round.
Talent makes a successful attack against an
enemy target with a weapon with the Sentinel
Indirect quality, all of their allies within a Tier: 3
30-meter radius may reroll any missed Prerequisites: Cool Under Pressure, BS 40
ranged attacks against that target until the Aptitudes: Defence, Finesse
end of the character's next turn. The most legendary defenders of the
Imperium are those who can stand on the
Reaction Fire ramparts, picking off oncoming enemies
Tier: 1 with coolness and precision as fire rains
Prerequisites: Agility 30, Perception 30 down around them. Once per round, when
Aptitudes: Perception, Defence this character makes a successful Full-Auto
Quite often, the best way to avoid enemy or Semi-Auto attack in Overwatch, they
fire is to kill the enemy before they can increase their number of hits by 1, to the
shoot, though it is hard to make such
spontaneous and instinctual firing very they make a successful Single Attack, they
precise. At the end of their turn, this
character can use their Reaction to enter
Overwatch. They can only fire a number of
Single Shots with their weapon equal to
their Agility Bonus -2 (to a minimum of 1)
during Reaction Fire, and their weapon
cannot inflict Righteous Fury. If at any
point they take damage, fatigue or Insanity
before making their attack, they leave
Overwatch.

Rebellious Pride
Tier: 3

93
can immediately land a second hit provided
their weapon has sufficient ammunition.
These additional attacks cannot trigger
Righteous Fury.
Shadowstep Shredder
Tier: 2 Tier: 2
Prerequisites: Evasive Prerequisites: BS 40
Aptitudes: Agility, Defence Aptitudes: Ballistic Skill, Offence
Prolonged study in optics and the Even the finest piece of armour is not
mechanics of human and xenos vision teach invincible, and prolonged impacts, or even
just a lucky shot, can cause structural
good at locating immobile targets, or weaknesses in armour. This character can
targets that do not move in regular ways- spend a Fate Point to make all of their
taking advantage of this can make one that attacks during a combat reduce enemy AP.
much harder to hit. Enemies receive a -20 Any successful attack they make
penalty to hit this character with Overwatch permanently the
attacks. hit location by an amount equal to one half

Shockproof Bonus, rounded up.


Tier: 2
Prerequisites: Toughness 35, Junker Snap Shot
Character Tier: 2
Aptitudes: Defence, Tech Prerequisites: Lightning Reflexes, AG 40
The Nivan Junkers are used to combat Aptitudes: Ballistic Skill, Agility
conditions that are often incredibly hostile Though many Imperial Guard regiments
to the continued functioning of machinery, field dedicated sniper teams, there is also a
especially the cybernetics so many of them tactical role for more squad-level
bear. Their heavy use of machine- sharpshooters, who use less-precise aimed
disrupting weaponry also brings with it fire to take out high-value enemy targets.
risks of collateral damage, so they have Rapid operation of a single-shot weapon is
developed a wide variety of minor key to this concept. This character can
modifications and coping strategies to keep choose to make two Single Attack actions
themselves safe even in the midst of the in one turn with a Basic or Pistol weapon
heaviest storms of scrambling radiation. A that has no Semi-Automatic or Automatic
character with this Talent gains a +20 to fire rate. These attacks receive a -10 penalty
resist the effects of damage with the to hit and the Inaccurate quality.
Shocking Quality, and reduces any roll on
the Haywire Table that effects them, their Streltsy of Old
cybernetics or their equipment, including Tier: 3
any vehicle they are currently operating, by Prerequisites: Ballistic Skill 40, Weapon
2. Training (Low-Tech), Katyushan
Character

94
Aptitudes: Ballistic Skill, Leadership
Those Katyushan soldiers who choose to Sudden Strike
specialize in symbolic and antique Streltsy Tier: 2
weapons are themselves referred to as Prerequisites: Weapon Skill 35, Quick Draw
Streltsy, but those among them who Aptitudes: Weapon Skill, Finesse
distinguish themselves in battle earn the Many different philosophies of melee
title Streltsy of Old. These brave warriors combat emphasize the first strike- landing
are symbol of the military and the first blow against an enemy before they
technological strength of Katyush, and can react can turn the tide of a duel before
they can turn the tide of many a battle. it even starts. This character has taken that
A Character with this Talent treats all idea to heart- their first successful melee
Streltsy weapons as if they were Battle attack each combat deals +3 damage.
Standards as well, with the resultant stat
bonus stacking with the stat bonus from the Tizherin
weapon themselves. Additionally, they add Tier: 1
one half their Ballistic Skill Bonus, rounded Prerequisites: Stealth, Katyushan Character
Aptitudes: Fieldcraft, Agility
Katyushan parents scare their
children straight with stories of
the Tizherin, a massive snake that
lurks in crevasses in the ice to
snatch up children who wander
out of the safety of their tunnels
alone. In military parlance, the
same refers to those Advance
Spotters and other reconnaissance
troops who have become adept at
moving unseen in snow and ice. A
character with this Talent gains a
+10 to any Stealth test while in
snow or icy conditions.

Trench Defender
Tier: 3
Prerequisites: Trench Dweller,
Trench Veteran
Aptitudes: Fieldcraft, Defence
Even the most well-protected
trench is inevitably invaded, and
the most well-prepared veterans
are those who ready themselves
for combat within their own

95
defensive lines. By setting booby traps and
concealed enfilade firing points, even
mighty enemies can be delayed and turned
back.
Characters with this Talent gain a +10 to Trench Veteran
any and all Ballistic and Weapons Skill tests Tier: 2
within their own trench line. Additionally, Prerequisites: Trench Dweller
all enemies within the trench treat it as Aptitudes: Fieldcraft, Defence
Difficult Terrain, even if they would Experienced trench fighters know the value
otherwise ignore terrain of that type. of their own prepared positions, and can
keep their cool even under blistering fire.
Trench Dweller Once per day, a character with this Talent
Tier: 1 can choose to reroll any one failed
Prerequisites: None Willpower or Intelligence-based test while
Aptitudes: Fieldcraft, Defence in their prepared trench. Further, all cover
Even a modicum of experience and prep- in their prepared trench increases by an
work can turn a poor defensive position additional 2 AP.
into a secure one. The addition of grenade
trenches, proper sandbagging and Trick Archery
duckboards mean the difference between Tier: 3
life and death. With an uninterrupted hour Prerequisites: Perception 40 or Strength 40,
of work, this character can improve a pre- Arbalist or Yeoman
existing defensive position; while within the Aptitudes: Ballistic Skill, Finesse
confines of this position, they gain a +10 to One of the great advantages of a bow
Dodge tests against Blast weapons and weapon to a skilled user is the relatively
increase the AP value of all Cover in the slow speed and high weight of the
area by 1. projectile, as well as the mechanical
simplicity of the weapon itself. With a good
Trench Raider eye and a bit of creativity, these weapons
Tier: 1 can accomplish remarkable trick shots.
Prerequisites: Agility 35 Once per Turn, as a Reaction, a character
Aptitudes: Fieldcraft, Offense with this Talent may test Perception. If
When a conflict turns from mobility to the they succeed, their next attack with a bow
slow, grinding attrition of trench warfare, or crossbow weapon gains their choice of
new tactics are called for. Trench raiders are one of the following special abilities:
a sign of such tactics, light and mobile • Multi-Arrow: The attack deals regular
troops who can break into enemy defenses damage to the target, and half damage
and wreak havoc against defenders to one other target immediately
unprepared for a close assault. adjacent to the first.
A character with this Talent never treats • Banking Shot: The attack ignores the
trenches or fortified positions as Difficult
Terrain.

96
• Rebound Shot: The attack gains Indirect • Void Spin: Disrupt the enemy's divine
(1) and may be made as a Half Action ratios. Unarmed attacks gain Proven (5).
instead of a Full Action. • Temperus Maximus' Rage Kata:
• Leaping Shot: The attack takes a -10 FUUUUU-. Unarmed attacks gain
penalty to hit. The character moves up Tearing and Unwieldy.
to 2 meters in any direction as part of • The Mentor's Path: Turn your wisdom
the Attack Action, and enemies take a - against them. Unarmed called attacks
10 penalty to hit the character until the suffer no penalty.
start of their next turn. • Psyker's Crusher: IT'S NO USE.
Unarmed attacks gain Force.
Unarmed Style • Aquilean Sambo: Simple, straightforward
Tier: 2 and brutal. Unarmed attacks gain +2
damage.
Prerequisites: Strength 40 or Agility 40,
This Talent can be purchased multiple
Unarmed Warrior
times, choosing a different Style each time.
Aptitudes: Strength, Finesse
There exist few planets in the Imperium
Unconventional Leadership
which do not possess some form of local
Tier: 3
martial art or fighting style to allow an
Prerequisites: Air of Authority, Strength 50
unarmed combatant to survive in combat.
or Willpower 50 or Intelligence 50 (see
Though martial arts such as these are of
below)
debatable use on the battlefield, they can
Aptitudes: Leadership, General
be lifesavers in close quarters or when one's
The Tactica Imperialis says that not all
back is to the wall. Upon purchasing this
leaders inspire their followers through
Talent, a character can choose one of the
charisma alone. Some lead from the front,
following effects to apply to their unarmed
urging their allies on with acts of might.
melee attacks.
Some treat their troops as pieces on a
• Barking Toad Style Kung Fu: Uses
explosive palm strikes. Unarmed Regicide board, moving them with careful
attacks gain Concussive (0). planning. Yet more lead from among their
• Wolf's Fang Style: Tears at the foe with men, suffering the same privations as their
hooked fingers. Unarmed attacks gain followers but enduring through sheer will.
Crippling (1). A character with this Talent can choose to
• Katyushan Bludka Tunnel Fighting: use either their Strength, Willpower or
Wobbles past defences. Unarmed Intelligence instead of their Fellowship for
attacks gain Flexible. the purposes of Command Tests. The
• Edelweiss Savatte: Hit the enemy until it decision of which Characteristic can be
dies. Unarmed attacks gain Felling (1).
substituted this way is made upon taking
• Imperial Hyperjudo: Kick ass for the
the Talent and is permanent, and the
Emperor. Unarmed attacks gain
Sanctified and Snare (1). Talent can only be taken once. As an added
• Fist of the Red Star: You are already bonus, characters gain a secondary ability
deleted. Unarmed attacks gain depending on which Characteristic they
Shocking. chose:

97
Strength: Once per combat, upon defeating
an enemy in melee combat, this character oldest weapons, and while it is not
can use the Command skill to Inspire their necessarily the most effective on the
allies at a +10 bonus as a Free Action. battlefield, it makes for a superb hunting or
assassination tool.
Willpower: Once per combat, when using Any bow (but not crossbow)-type weapon
the Terrify use of the Command skill, this wielded by a character with this Talent
character can Inspire any allies who gains the Infiltrator quality and increases its
successfully overcame their fear, rolling at a Range by 30m.
+10 bonus as a Free Action.

Intelligence: Once per combat, after a


successful Scholastic or Forbidden Lore
test, this character can Inspire their allies at
a +10 bonus as a Free Action.

Weapon Training (Blackpowder)


Tier: 1
Prerequisites: -
Aptitudes: General, Finesse
This talent functions as a new specialization
for the Weapon Training Talent, allowing
training in the use of Blackpowder Melee,
Pistol, Basic, Heavy and Vehicle Weapons.

Yeoman
Tier: 2
Prerequisites: Ballistic Skill 35, Strength 35,
Weapon Training (Low-Tech)
Aptitudes: Ballistic Skill, Strength

98
New Orders

The following Orders are not considered


Generic Orders as in the core rulebook, and Find their Range!
some require the Veteran Comrade talent as Type: Order (Free Action)
a prerequisite. Order: Veteran
Prerequisites: Deadeye Shot, Sharpshooter
Blind Volley Aptitudes: Perception, Ballistic Skill
Type: Order (Full Action) Effects: A well-trained soldier, especially an
Order: Basic artilleryman or sniper, learns very quickly
Prerequisites: Ballistic Skill 25 how to judge the distance to a target by eye.
Aptitudes: Ballistic Skill, Defence This allows a coordinated fireteam to lay
Effects: While suppressing fire is common in down accurate fire even at very long ranges.
the Guard, firing wildly, even with a The character making this Order gains a
weapon not designed for it, can still force +20 bonus to shots at Long or Extreme
enemies to get their heads down. range on their next ranged attack this turn.
The character who issues this Order has
their comrade mag-dump their weapon in Fix Bayonets!
the general direction of the enemy. The Type: Sweeping Order (Half Action)
Order: Sweeping
the targets and everything within 1d10 + the Prerequisite: Double Team
Aptitudes: Weapon Skill, Offence
make a Challenging (+0) Pinning Test or be Effects: Long Militarum study has revealed
Pinned for one round. The Comrade must that the sight of a line of Guardsmen fixing
spend the next round reloading his weapon their bayonets and preparing to charge can
as normal. have a devastating effect on the morale of
human enemies.
Coordinate Toss This Character and his comrade affix
Type: Order (Half Action) bayonets to their weapon, preparing to
Order: Veteran charge in a terrifying manner. The
Prerequisites: Tech-Use, Sleight of Hand character making this Order may have any
Aptitudes: Finesse, Perception
Effects: beyond the first within Cohesion
an enemy trench? Two, of course. participate in the Order. As part of this
The next time this character throws a Order, the character issuing it must make a
grenade, their Comrade does so as well, Difficult ( 10) Command Test with a +5
aiming for roughly the same spot. After bonus for each Comrade participating in
resolving the first grenade attack, resolve a the Order. The Character, and all affected
second attack on a nearby square. Roll on Comrades, gain Fear (X) until the end of
the Scatter diagram- the second grenade their next Turn against all Human enemies
lands 1d5-2 (to a mininimum of 0) meters they are currently engaged in, where X is
away in that direction. Grenades thrown are

99
the number of Degrees of Success on the Strength bonus and re-brace his weapon as
original Test. a Half Action. He does not lose the effects
of Bracing on his weapon if he uses a
Form Square! Reaction to Dodge before the end of his
Type: Sweeping Order (Half Action) next turn.
Order: Sweeping
Prerequisite: Combat Formation Rousing Chant
Aptitudes: Weapon Skill, Defence Type: Order (Free Action)
Effects: A compact square formation of Order: Basic
bristling bayonets and melee weapons can Prerequisites: Fellowship 30,
provide line infantry with some defence Aptitudes: General, Social
against charging enemies. Effects: Sometimes the memories of home
This Character and his comrade(s) tighten and the simple comradeship of the camp
their formation, preparing to fend off an can form the greatest bulwark against the
enemy charge. The character making this terrors of the enemy.
Order may have any number of his (or This character and his comrade burst into
song, or chanting, or some recital of
Cohesion participate in the Order. As part familiar culture that might inspire their
of this Order, the character issuing it must friends to take heart. The character may
make a Difficult ( 10) Command Test with a make an Ordinary (+10) Perform Test. If
+5 bonus for each Comrade participating in they succeed, all allies in earshot suffering
the Order. The Character, and all affected from Shock may choose to reroll any failed
Comrades, gain a +10 bonus to Parry Tests Willpower tests to snap out of Shock for
against enemy melee attacks until the end the remainder of the combat.
of their next Turn, with an additional +5
bonus for every two Comrades involved in
the Order.

Type: Order (Full Action)


Order: Basic
Prerequisites: Strength 35
Aptitudes: Strength, Offense
Effects
strongest soldiers are famous for wielding
heavy weapons on their own, a heavy
weapons trooper can move their gun easily
with assistance from an ally and keep it
steadied.
After this Order has been issued, if their
Comrade is in Cohesion, this character can
move a number of meters equal to his

100
New Combat Actions lock down enemy emplacements so that
they can be dealt with at a later date.
The following combat actions are intended
to supplement those already present in the A character equipped with a Flame weapon
Only War core rulebook, and can be that also has the Spray or Blast Quality can
utilized by any character equipped with the use this Action to set an area of ground
right gear or weaponry.
or Blast radius on fire. The area designated
Battle Song must be within range of their weapon.
Type: Half Action
Subtype: Concentration, Miscellaneous That area burns for 2d5 rounds and is
Music on the battlefield can both inspire treated as Difficult Terrain until
allies and demoralize enemies, often at the extinguished. Units moving through the
same time. area must make a Challenging (+0) Agility
Test or catch fire. Using this Action
The character must make a Challenging consumes an amount of fuel equal to half of
(+0) Perform Test. All allies in earshot who
are not Deafened gain a temporary bonus weapon uses ammo.
to their Willpower and Toughness of +2 for
each Degree of Success on the original test
(minimum +2), for as long as the original
song is sustained.

All enemies within earshot who are not


Deafened take a temporary penalty to their
Ballistic Skill and Weapons skill of -1 for
each Degree of Success on the original test
(minimum -1). This song may be sustained
for any number of Rounds, but the
performer cannot communicate normally
while performing it, and it ends if they ever
Dodge. All Battle Song tests by a character
wielding a Regimental Instrument provide
double the bonus/malus, namely +/-4 per
Degree of Success instead of +/- 2.

Scorched Earth
Type: Full Action
Subtype: Attack, Ranged
Flamers are often employed less as assault
weapons than as area-denial tools, used to
restrict the movement of enemy troops or

101
Mount Training Upon receiving a new Mount, a player can
-minded old bastard choose from four different Personalities
- ual physical
traits and characteristics. The choice of
-Captain L.H. Godger, Calfian Desert Personality is permanent for an individual
Patrol Corps Mount. If a character wishes to abandon
their Mount and requisition a new one to
The Rough Riders of the Imperial Guard change personalities, they should discuss it
are an oft-underappreciated branch of that with their GM.
venerable institution. Many scoff at the
notion of mounted warfare in the age of Each Personality is divided into a small
tanks, hover-vehicles and walkers, seeing upgrade tree with seven Mount Abilities,
each of which has a certain cost in MX, or
than an anachronism. Mount Experience. MX is accrued at half

While it is true that cavalry has a more Points; the rider gains 100xp, the Mount
limited tactical use on the battlefields of the gains 50 MX, for instance. Once a Mount
41st millennium, the Rough Rider has enough MX to buy a certain Mount
regiments continue to storm and charge Ability, they can do so in exactly the same
their way through the ranks of the way as a character would normally purchase
an advance with XP.
talk tough about anachronisms when
several thousand angry horses with equally If a Mount is killed in combat, MX does
angry Guardsmen riding them are not carry over to a newly acquired Mount.
galloping straight for you, after all. The rider is free to choose a new
Personality for this new Mount, and begin
In many mounted regiments, it is the bond earning and spending MX for them.
between the rider and their mount, and the
Training a Mount in-character
individual character of that mount, that
The MX system grossly
makes for such a powerful fighting team.
oversimplifies the process of
No two riding beasts are exactly alike, and
training an animal, and players may
with proper care and training even humble
wish to incorporate more of a
farm animals can become terrifying
roleplaying element.
warriors.
Training a mount in any of its
Personality abilities should take a
Mount Personalities
number of ingame weeks equal to
The following rules are intended to give
the mounts of cavalry characters as much
The GM might also incorporate
character and flexibility as Comrades get-
one or several extended Survival
to make choosing a cavalry regiment give
tests, modified by any relevant
just as much room for customization and
skills.
flexibility as choosing a vehicular one.

102
Palfrey

These mounts are not strictly speaking bred Elegant Step


for war. More commonly used for This mount moves with an even, flowing gait, and
transportation, they have a smooth, even its proud, decorative appearance makes those
who ride it appear all the more noble and refined.
gait, and are well-suited for controlled
Increase this Mount's Agility characteristic by 5.
riding. Palfreys are great jumpers and show Its Rider gains a +5 bonus to Charm and
animals, perfect for riding on display. Command skill tests while mounted.
100 MX

Relaxed Confidence
Delicate Impulse
This Mount has learned a certain degree of focus,
This mount is light on its feet, and has acquired a
an understanding of the maneuvres that its rider
knack for sudden, explosive jumps.
requires of it.
Mount gains the Acrobatics Skill. Rider gains a
This Mount gains the Bred for War Mount Trait.
+10 bonus to tests to make the Soaring Leap
If it already has Bred for War, it increases its
action.
Agility by 3.
150 MX 150 MX

Leaping Courbette Swirling Mezair


This mount can keep its footing on even unstable Rearing backwards, this Mount swipes at its foes
terrain, and can jump with unparalleled skill. with speed and considerable balance.
This mount gains the Terrain Master Mount Trait. If it This Mount's melee attacks gain Flexible. Its
already has Terrain Master, it increases its Agility by 3.
Rider may spend a Fate Point to grant all of their
The mount uses its Agility Bonus instead of its
Strength Bonus for the purposes of calculating melee attacks while mounted the Flexible quality
distance and height jumped with the Soaring Leap until the end of combat.
action. 200 MX 200 MX

Springing Capriole Symbol of Elegance

This mount is so mobile and agile that it sometimes This mount's carriage and gait are breathtaking, even to those
who know little about such things. Riding it inspires awe and
seem as if its feet never touch the ground, and it makes respect in all around.
for a remarkably slippery target.
Increase this Mount's Agility characteristic by 5. Its rider
This Mount provides a +20 bonus to Sidestep actions. gains a further +5 bonus to Charm and Command Tests while
Any time it passes a test to Sidestep, it may freely move mounted, and can reroll failed Charm and Command Tests
a number of meters equal to half its Agility Bonus. If while mounted, though they must take the second result if it is
the Rider fails a test to Sidestep, they are not thrown worse.
from the saddle. 300 MX 300 MX

103
Courser

These light war mounts are bred and built


Swift Runner
for speed and agility. They can cover
This mount has a keen eye for the world around it, and
ground with great rapidity, and are steady seems to derive great joy from running with all of its
enough on their feet to allow their rider to strength. A rider who can tame such a creature must
possess great physical capacity.
fire ranged weapons from their backs. Off
Increase this Mount's Perception characteristic by 5. Its
the battlefield, they often find employment Rider gains a +5 bonus to Athletics and Dodge skill
in races. tests while mounted.
100 MX

Nose for Speed Joy of the Chase

This Mount is naturally fast-moving, and can Though this Mount is not necessarily aggressive,
it has a steady head in times of danger and can be
read the terrain ahead of it with ease.
trusted on the attack.
This Mount gains the Sprint Talent. If it
This Mount gains another rank in the the
already had Sprint, it increases its Perception Awareness Skill. Its Rider gains a +10 bonus to
by 3. Strike and Fade Actions.
150 MX 150 MX

Arrow's Flight Eat the Horizon


Moving with incredible speed, this Mount has This Mount has developped considerable
developed a talent for powerful acceleration. stamina, and can run for lengths of time that
This Mount gains Unnatural Agility (1), or would kill lesser beasts.
increases the value of that Trait by 1 if it already This Mount gains the Enduring Mount Trait. If
had it. it already had Enduring, increase its Toughness
by 3.
200 MX 200 MX

Spirit of Swiftness Lord Among Beasts


This Mount has become even faster, rivalling racing A perfect physical specimen of its species, this Mount is in
beasts and even motor vehicles for speed and power. prime condition and can survive incredibly inhospitable
conditions.
On any turn in which this Mount makes an action with This Mount can still move while Crippled, though its Agility
the Movement Subtype, it imposes a -10 penalty on all bonus is halved for the purposes of calculating movement and
Ballistic and Weapon Skill Tests to hit it or its rider it imposes a -20 penalty on all Survival tests to ride it. It gains
until the start of its next turn. This effect stacks with Unnatural Agility (1), or increases the value of that trait by 1 if
any other abilities that impose such penalties. it already had it.
300 MX 300 MX

104
Rouncey

The humble Rouncey is an all-purpose


Clever Devil
Mount, bred more for loyalty and ease of
This mount is uncommonly intelligent, and
training than anything else. Though their occasionally seems to possess a wit or understanding
physical prowess may not be the most that is almost human. Riding such an animal requires
one to keep up with its cleverness.
impressive, they tend to be naturally
Increase this Mount's Intelligence characteristic by 5.
intelligent, and can be taught all kinds of Its Rider gains a +5 bonus to Awareness and Scrutiny
useful tricks. tests while mounted.
100 MX

Cheeky Blighter Man's Best Friend


This Mount's uncanny cleverness and character This Mount has developed affection and trust for
have helped it succeed and thrive in unexpected its rider, and will remain at their side come hell or
ways. high water.
This Mount gains the Combat Formation Talent This Mount gains the Loyal Mount Trait. If it
and the Sleight of Hand Skill. It may attempt to already has it, increase its Intelligence by 3.
steal small items it believes can aid its Rider.
150 MX 150 MX

Problem Solver Loyal Companion


This Mount sometimes demonstrates near-human The bond between this Mount and its Rider is
levels of intelligence, and can be relied on to perform truly a wonder to behold.
simple tasks with ease.
On any turn in which this Mount's rider takes
This Mount gains the Logic Skill and increases its
Intelligence by 3. It can reliably follow simple damage, the Mount may take the damage instead.
commands like carrying messages to specific people, In addition, the Rider gains a +5 bonus to
moving objects, or solving simple puzzles. Willpower Tests while Mounted.
200 MX 200 MX

Embodiment of Cleverness
This Mount has developed a rapport with its Courage Without Ferocity
Rider that allow the two to work together as a A truly remarkable beast, this Mount is willing to
perfect team. This Mount's Rider gains a +5 ride to certain doom to keep its Rider safe.
bonus to all Survival Tests to control it, and can
This Mount gains a single Fate Point.
reroll failed Scrutiny and Awareness Tests while
mounted, though they must take the second
result if it is worse.
300 MX 300 MX

105
Destrier and aggressiveness. They are fearless and
prone to violence, well-suited for charges
The largest and most physically imposing and heavy cavalry work.
of Mounts, the Destrier is bred for power Unyielding Mass
This mount stands steady as a rock, gripping the earth
with the confidence borne of physical power. To tame
it, one must be able to equal this raw, animalistic
energy.
Increase this Mount's Strength characteristic by 3, and
its Toughness by 2. Its Rider gains a +5 to Intimidate
and Interrogation Tests while mounted.
100 MX

Stone Crusher
Warlike Gait
This Mount is a brawny, muscular creature, capable of
Filled with a lust for combat, this Mount can be relied
lashing out with great strength.
on to trample all those that stand in its way.
This Mount's natural melee weapons gain Tearing and
This Mount gains the Frenzy talent. If it already had
increase their Damage by 2. Its natural ranged
it, it instead increases its Strength by 3.
weapons, if it has them, increase their damage by 5.

150 MX 150 MX

Thunderous Hooves
Directed Madness
When its ire is up, this Mount shakes the ground with
This Mount works itself into a great fury when in a
its fury, scattering its enemies.
fight, but this anger is focused, hardened like a shield.
This Mount increases its Strength by 2, and gains the
This Mount reduces all Critical Damage table rolls by
Irritable Mount Trait. If it already had Irritable, it
1, to a minimum of 0.
loses all the negative effects of that trair.

200 MX 200 MX

Unyielding Warrior
Titanic Charge
This Mount is a colossus of combat, and can make even
When it has built up enough momentum, this Mount is
seasoned warriors quail.
utterly unstoppable, bowling through its obstacles as if
When this Mount is Frenzied, it gains Fear (1) and they were nothing.
increases its Strength by 5. Its Rider gains a +5 to all
This Mount increases its Toughness by 5, and gains
Fear Tests while mounted, and ignores the negative
Natural Armour (3), or increases the value of its
effects of any levels of Fatigue when their Mount is
Natural Armour by 3 if it already had it.
Frenzied.
300 MX 300 MX

106
-Konigstein

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107

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